{"className": "ESequenceEvalReinit::Type", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_SequenceEvaluator.h", "description": "", "module": "AnimGraphRuntime", "code": "namespace ESequenceEvalReinit { enum Type { NoReset, StartPosition, ExplicitTime, } }", "variables": []} {"className": "FAnimNode_AimOffsetLookAt::CacheBones_AnyThread", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_AimOffsetLookAt.h", "description": "Called to cache any bones that this node needs to track (e.g. in aFBoneReference). This is usually called at startup when LOD switches occur. This can be called on any thread.", "module": "AnimGraphRuntime", "code": "virtual void CacheBones_AnyThread ( const [FAnimationCacheBonesContext](API\\Runtime\\Engine\\Animation\\FAnimationCacheBonesContext) & Context )", "variables": []} {"className": "FAnimNode_AimOffsetLookAt::Evaluate_AnyThread", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_AimOffsetLookAt.h", "description": "Called to evaluate local-space bones transforms according to the weights set up in Update(). You should implement either Evaluate or EvaluateComponentSpace, but not both of these. This can be called on any thread.", "module": "AnimGraphRuntime", "code": "virtual void Evaluate_AnyThread ( [FPoseContext](API\\Runtime\\Engine\\Animation\\FPoseContext) & Output )", "variables": []} {"className": "FAnimNode_AimOffsetLookAt::GatherDebugData", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_AimOffsetLookAt.h", "description": "Called to gather on-screen debug data. This is called on the game thread.", "module": "AnimGraphRuntime", "code": "virtual void GatherDebugData ( [FNodeDebugData](API\\Runtime\\Engine\\Animation\\FNodeDebugData) & DebugData )", "variables": []} {"className": "FAnimNode_AimOffsetLookAt::GetLODThreshold", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_AimOffsetLookAt.h", "description": "Get the LOD threshold at which this node is enabled. Node is enabled if the current LOD >= threshold.", "module": "AnimGraphRuntime", "code": "virtual int32 GetLODThreshold() const", "variables": []} {"className": "FAnimNode_AimOffsetLookAt::GetPosition", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_AimOffsetLookAt.h", "description": "Get the coordinates that are currently being sampled by the blendspace.", "module": "AnimGraphRuntime", "code": "virtual FVector GetPosition() const", "variables": []} {"className": "FAnimNode_AimOffsetLookAt::Initialize_AnyThread", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_AimOffsetLookAt.h", "description": "Initialize function for setup purposes", "module": "AnimGraphRuntime", "code": "virtual void Initialize_AnyThread ( const [FAnimationInitializeContext](API\\Runtime\\Engine\\Animation\\FAnimationInitializeContext) & Context )", "variables": []} {"className": "FAnimNode_AimOffsetLookAt::NeedsOnInitializeAnimInstance", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_AimOffsetLookAt.h", "description": "For nodes that need some kind of initialization that is not dependent on node relevancy (i.e. it is insufficient or inefficient to use Initialize_AnyThread), return true here. Note that this is called at load on theUAnimInstanceCDO to avoid needing to call this at runtime.", "module": "AnimGraphRuntime", "code": "virtual bool NeedsOnInitializeAnimInstance() const", "variables": []} {"className": "FAnimNode_AimOffsetLookAt::OnInitializeAnimInstance", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_AimOffsetLookAt.h", "description": "Called once, from game thread as the parent anim instance is created", "module": "AnimGraphRuntime", "code": "virtual void OnInitializeAnimInstance ( const [FAnimInstanceProxy](API\\Runtime\\Engine\\Animation\\FAnimInstanceProxy) * InProxy, const [UAnimInstance](API\\Runtime\\Engine\\Animation\\UAnimInstance) * InAnimInstance )", "variables": []} {"className": "FAnimNode_AimOffsetLookAt::UpdateAssetPlayer", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_AimOffsetLookAt.h", "description": "Update method for the asset player, to be implemented by derived classes", "module": "AnimGraphRuntime", "code": "virtual void UpdateAssetPlayer ( const [FAnimationUpdateContext](API\\Runtime\\Engine\\Animation\\FAnimationUpdateContext) & Context )", "variables": []} {"className": "FAnimNode_AimOffsetLookAt::UpdateFromLookAtTarget", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_AimOffsetLookAt.h", "description": "", "module": "AnimGraphRuntime", "code": "void UpdateFromLookAtTarget ( [FPoseContext](API\\Runtime\\Engine\\Animation\\FPoseContext) & LocalPoseContext )", "variables": []} {"className": "FAnimNode_AimOffsetLookAt::FAnimNode_AimOffsetLookAt", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_AimOffsetLookAt.h", "description": "", "module": "AnimGraphRuntime", "code": "FAnimNode_AimOffsetLookAt()", "variables": []} {"className": "FAnimNode_AimOffsetLookAt", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_AimOffsetLookAt.h", "description": "This node uses a source transform of a socket on the skeletal mesh to automatically calculate Yaw and Pitch directions for a referenced aim offset given a point in the world to look at.", "module": "AnimGraphRuntime", "code": "struct FAnimNode_AimOffsetLookAt : public [FAnimNode_BlendSpacePlayer](API\\Runtime\\AnimGraphRuntime\\AnimNodes\\FAnimNode_BlendSpacePlayer)", "variables": [{"type": "float", "name": "Alpha", "description": "Amount of this node to blend into the output pose"}, {"type": "FPoseLink", "name": "BasePose", "description": ""}, {"type": "bool", "name": "bIsLODEnabled", "description": "Cached flag to indicate whether LOD threshold is enabled"}, {"type": "FVector", "name": "CurrentBlendInput", "description": "Cached calculated blend input"}, {"type": "int32", "name": "LODThreshold", "description": "Max LOD that this node is allowed to run For example if you have LODThreshold to be 2, it will run until LOD 2 (based on 0 index) when the component LOD becomes 3, it will stop update/evaluate currently transition would be issue and that has to be re-visited"}, {"type": "FVector", "name": "LookAtLocation", "description": "Location, in world space to look at"}, {"type": "FBoneReference", "name": "PivotSocketBoneReference", "description": "Cached reference to the pivot socket's bone"}, {"type": "FTransform", "name": "PivotSocketLocalTransform", "description": "Cached local transform of the pivot socket"}, {"type": "FName", "name": "PivotSocketName", "description": "Socket or bone to treat as the look at pivot (optional)."}, {"type": "FVector", "name": "SocketAxis", "description": "Direction in the socket transform to consider the 'forward' or look at axis"}, {"type": "FBoneReference", "name": "SocketBoneReference", "description": "Cached reference to the source socket's bone"}, {"type": "FTransform", "name": "SocketLocalTransform", "description": "Cached local transform of the source socket"}, {"type": "FName", "name": "SourceSocketName", "description": "Socket or bone to treat as the look at source. This will then be pointed at LookAtLocation"}]} {"className": "FAnimNode_ApplyAdditive::CacheBones_AnyThread", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_ApplyAdditive.h", "description": "Called to cache any bones that this node needs to track (e.g. in aFBoneReference). This is usually called at startup when LOD switches occur. This can be called on any thread.", "module": "AnimGraphRuntime", "code": "virtual void CacheBones_AnyThread ( const [FAnimationCacheBonesContext](API\\Runtime\\Engine\\Animation\\FAnimationCacheBonesContext) & Context )", "variables": []} {"className": "FAnimNode_ApplyAdditive::Evaluate_AnyThread", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_ApplyAdditive.h", "description": "Called to evaluate local-space bones transforms according to the weights set up in Update(). You should implement either Evaluate or EvaluateComponentSpace, but not both of these. This can be called on any thread.", "module": "AnimGraphRuntime", "code": "virtual void Evaluate_AnyThread ( [FPoseContext](API\\Runtime\\Engine\\Animation\\FPoseContext) & Output )", "variables": []} {"className": "FAnimNode_ApplyAdditive::GatherDebugData", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_ApplyAdditive.h", "description": "Called to gather on-screen debug data. This is called on the game thread.", "module": "AnimGraphRuntime", "code": "virtual void GatherDebugData ( [FNodeDebugData](API\\Runtime\\Engine\\Animation\\FNodeDebugData) & DebugData )", "variables": []} {"className": "FAnimNode_ApplyAdditive::GetLODThreshold", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_ApplyAdditive.h", "description": "Get the LOD threshold at which this node is enabled. Node is enabled if the current LOD >= threshold.", "module": "AnimGraphRuntime", "code": "virtual int32 GetLODThreshold() const", "variables": []} {"className": "FAnimNode_ApplyAdditive::Update_AnyThread", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_ApplyAdditive.h", "description": "Called to update the state of the graph relative to this node. Generally this should configure any weights (etc.) that could affect the poses that will need to be evaluated. This function is what usually executes EvaluateGraphExposedInputs. This can be called on any thread.", "module": "AnimGraphRuntime", "code": "virtual void Update_AnyThread ( const [FAnimationUpdateContext](API\\Runtime\\Engine\\Animation\\FAnimationUpdateContext) & Context )", "variables": []} {"className": "FAnimNode_ApplyAdditive::FAnimNode_ApplyAdditive", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_ApplyAdditive.h", "description": "", "module": "AnimGraphRuntime", "code": "FAnimNode_ApplyAdditive()", "variables": []} {"className": "FAnimNode_ApplyAdditive", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_ApplyAdditive.h", "description": "", "module": "AnimGraphRuntime", "code": "struct FAnimNode_ApplyAdditive : public [FAnimNode_Base](API\\Runtime\\Engine\\Animation\\FAnimNode_Base)", "variables": [{"type": "float", "name": "ActualAlpha", "description": ""}, {"type": "FPoseLink", "name": "Additive", "description": ""}, {"type": "float", "name": "Alpha", "description": ""}, {"type": "FInputAlphaBool...", "name": "AlphaBoolBlend", "description": ""}, {"type": "FName", "name": "AlphaCurveName", "description": ""}, {"type": "EAnimAlphaInput...", "name": "AlphaInputType", "description": ""}, {"type": "FInputScaleBias", "name": "AlphaScaleBias", "description": ""}, {"type": "FInputScaleBias...", "name": "AlphaScaleBiasClamp", "description": ""}, {"type": "bool", "name": "bAlphaBoolEnabled", "description": ""}, {"type": "FPoseLink", "name": "Base", "description": ""}, {"type": "int32", "name": "LODThreshold", "description": "Max LOD that this node is allowed to run For example if you have LODThreshold to be 2, it will run until LOD 2 (based on 0 index) when the component LOD becomes 3, it will stop update/evaluate currently transition would be issue and that has to be re-visited"}]} {"className": "FAnimNode_BlendBoneByChannel::CacheBones_AnyThread", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendBoneByChannel.h", "description": "Called to cache any bones that this node needs to track (e.g. in aFBoneReference). This is usually called at startup when LOD switches occur. This can be called on any thread.", "module": "AnimGraphRuntime", "code": "virtual void CacheBones_AnyThread ( const [FAnimationCacheBonesContext](API\\Runtime\\Engine\\Animation\\FAnimationCacheBonesContext) & Context )", "variables": []} {"className": "FAnimNode_BlendBoneByChannel::Evaluate_AnyThread", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendBoneByChannel.h", "description": "Called to evaluate local-space bones transforms according to the weights set up in Update(). You should implement either Evaluate or EvaluateComponentSpace, but not both of these. This can be called on any thread.", "module": "AnimGraphRuntime", "code": "virtual void Evaluate_AnyThread ( [FPoseContext](API\\Runtime\\Engine\\Animation\\FPoseContext) & Output )", "variables": []} {"className": "FAnimNode_BlendBoneByChannel::GatherDebugData", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendBoneByChannel.h", "description": "Called to gather on-screen debug data. This is called on the game thread.", "module": "AnimGraphRuntime", "code": "virtual void GatherDebugData ( [FNodeDebugData](API\\Runtime\\Engine\\Animation\\FNodeDebugData) & DebugData )", "variables": []} {"className": "FAnimNode_BlendBoneByChannel::Initialize_AnyThread", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendBoneByChannel.h", "description": "Called when the node first runs. If the node is inside a state machine or cached pose branch then this can be called multiple times. This can be called on any thread.", "module": "AnimGraphRuntime", "code": "virtual void Initialize_AnyThread ( const [FAnimationInitializeContext](API\\Runtime\\Engine\\Animation\\FAnimationInitializeContext) & Context )", "variables": []} {"className": "FAnimNode_BlendBoneByChannel::Update_AnyThread", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendBoneByChannel.h", "description": "Called to update the state of the graph relative to this node. Generally this should configure any weights (etc.) that could affect the poses that will need to be evaluated. This function is what usually executes EvaluateGraphExposedInputs. This can be called on any thread.", "module": "AnimGraphRuntime", "code": "virtual void Update_AnyThread ( const [FAnimationUpdateContext](API\\Runtime\\Engine\\Animation\\FAnimationUpdateContext) & Context )", "variables": []} {"className": "FAnimNode_BlendBoneByChannel::FAnimNode_BlendBoneByChannel", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendBoneByChannel.h", "description": "", "module": "AnimGraphRuntime", "code": "FAnimNode_BlendBoneByChannel()", "variables": []} {"className": "FAnimNode_BlendBoneByChannel", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendBoneByChannel.h", "description": "", "module": "AnimGraphRuntime", "code": "struct FAnimNode_BlendBoneByChannel : public [FAnimNode_Base](API\\Runtime\\Engine\\Animation\\FAnimNode_Base)", "variables": [{"type": "FPoseLink", "name": "A", "description": ""}, {"type": "float", "name": "Alpha", "description": ""}, {"type": "FInputScaleBias", "name": "AlphaScaleBias", "description": ""}, {"type": "FPoseLink", "name": "B", "description": ""}, {"type": "TArray & GetBlendTimes() const", "variables": []} {"className": "FAnimNode_BlendListBase::GetBlendType", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendListBase.h", "description": "Get the blend type we will use when blending.", "module": "AnimGraphRuntime", "code": "EAlphaBlendOption GetBlendType() const", "variables": []} {"className": "FAnimNode_BlendListBase::GetCustomBlendCurve", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendListBase.h", "description": "Get the custom blend curve to apply when blending, if any.", "module": "AnimGraphRuntime", "code": "[UCurveFloat](API\\Runtime\\Engine\\Curves\\UCurveFloat) * GetCustomBlendCurve() const", "variables": []} {"className": "FAnimNode_BlendListBase::GetNodeName", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendListBase.h", "description": "", "module": "AnimGraphRuntime", "code": "virtual [FString](API\\Runtime\\Core\\Containers\\FString) GetNodeName ( [FNodeDebugData](API\\Runtime\\Engine\\Animation\\FNodeDebugData) & DebugData )", "variables": []} {"className": "FAnimNode_BlendListBase::GetResetChildOnActivation", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendListBase.h", "description": "Get whether to reinitialize the child pose when re-activated. For example, when active child changes", "module": "AnimGraphRuntime", "code": "bool GetResetChildOnActivation() const", "variables": []} {"className": "FAnimNode_BlendListBase::GetTransitionType", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendListBase.h", "description": "Get the type of transition that this blend list will make.", "module": "AnimGraphRuntime", "code": "EBlendListTransitionType GetTransitionType() const", "variables": []} {"className": "FAnimNode_BlendListBase::Initialize", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendListBase.h", "description": "", "module": "AnimGraphRuntime", "code": "void Initialize()", "variables": []} {"className": "FAnimNode_BlendListBase::Initialize_AnyThread", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendListBase.h", "description": "Called when the node first runs. If the node is inside a state machine or cached pose branch then this can be called multiple times. This can be called on any thread.", "module": "AnimGraphRuntime", "code": "virtual void Initialize_AnyThread ( const [FAnimationInitializeContext](API\\Runtime\\Engine\\Animation\\FAnimationInitializeContext) & Context )", "variables": []} {"className": "FAnimNode_BlendListBase::RemovePose", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendListBase.h", "description": "", "module": "AnimGraphRuntime", "code": "virtual void RemovePose ( int32 PoseIndex )", "variables": []} {"className": "FAnimNode_BlendListBase::Update_AnyThread", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendListBase.h", "description": "Called to update the state of the graph relative to this node. Generally this should configure any weights (etc.) that could affect the poses that will need to be evaluated. This function is what usually executes EvaluateGraphExposedInputs. This can be called on any thread.", "module": "AnimGraphRuntime", "code": "virtual void Update_AnyThread ( const [FAnimationUpdateContext](API\\Runtime\\Engine\\Animation\\FAnimationUpdateContext) & Context )", "variables": []} {"className": "FAnimNode_BlendListBase::FAnimNode_BlendListBase", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendListBase.h", "description": "", "module": "AnimGraphRuntime", "code": "FAnimNode_BlendListBase()", "variables": []} {"className": "FAnimNode_BlendListBase", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendListBase.h", "description": "Blend list node; has many children.", "module": "AnimGraphRuntime", "code": "struct FAnimNode_BlendListBase : public [FAnimNode_Base](API\\Runtime\\Engine\\Animation\\FAnimNode_Base)", "variables": [{"type": "TArray & GetEnumToPoseIndex() const", "variables": []} {"className": "FAnimNode_BlendListByEnum::GetNodeName", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendListByEnum.h", "description": "", "module": "AnimGraphRuntime", "code": "virtual [FString](API\\Runtime\\Core\\Containers\\FString) GetNodeName ( [FNodeDebugData](API\\Runtime\\Engine\\Animation\\FNodeDebugData) & DebugData )", "variables": []} {"className": "FAnimNode_BlendListByEnum::SetEnumToPoseIndex", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendListByEnum.h", "description": "Set the mapping from enum value to BlendPose index. Called during compilation.", "module": "AnimGraphRuntime", "code": "void SetEnumToPoseIndex ( const [TArray](API\\Runtime\\Core\\Containers\\TArray)< int32 > & InEnumToPoseIndex )", "variables": []} {"className": "FAnimNode_BlendListByEnum::FAnimNode_BlendListByEnum", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendListByEnum.h", "description": "", "module": "AnimGraphRuntime", "code": "FAnimNode_BlendListByEnum()", "variables": []} {"className": "FAnimNode_BlendListByEnum", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendListByEnum.h", "description": "Blend List by Enum, it changes based on enum input that enters.", "module": "AnimGraphRuntime", "code": "struct FAnimNode_BlendListByEnum : public [FAnimNode_BlendListBase](API\\Runtime\\AnimGraphRuntime\\AnimNodes\\FAnimNode_BlendListBase)", "variables": []} {"className": "FAnimNode_BlendListByInt::GetActiveChildIndex", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendListByInt.h", "description": "Get the currently active child index.", "module": "AnimGraphRuntime", "code": "virtual int32 GetActiveChildIndex()", "variables": []} {"className": "FAnimNode_BlendListByInt::GetNodeName", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendListByInt.h", "description": "", "module": "AnimGraphRuntime", "code": "virtual [FString](API\\Runtime\\Core\\Containers\\FString) GetNodeName ( [FNodeDebugData](API\\Runtime\\Engine\\Animation\\FNodeDebugData) & DebugData )", "variables": []} {"className": "FAnimNode_BlendListByInt::FAnimNode_BlendListByInt", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendListByInt.h", "description": "", "module": "AnimGraphRuntime", "code": "FAnimNode_BlendListByInt()", "variables": []} {"className": "FAnimNode_BlendListByInt", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendListByInt.h", "description": "Blend list node; has many children.", "module": "AnimGraphRuntime", "code": "struct FAnimNode_BlendListByInt : public [FAnimNode_BlendListBase](API\\Runtime\\AnimGraphRuntime\\AnimNodes\\FAnimNode_BlendListBase)", "variables": []} {"className": "FAnimNode_BlendSpaceEvaluator::GatherDebugData", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendSpaceEvaluator.h", "description": "Called to gather on-screen debug data. This is called on the game thread.", "module": "AnimGraphRuntime", "code": "virtual void GatherDebugData ( [FNodeDebugData](API\\Runtime\\Engine\\Animation\\FNodeDebugData) & DebugData )", "variables": []} {"className": "FAnimNode_BlendSpaceEvaluator::GetPlayRate", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendSpaceEvaluator.h", "description": "Get the play rate multiplier. Can be negative, which will cause the animation to play in reverse.", "module": "AnimGraphRuntime", "code": "virtual float GetPlayRate() const", "variables": []} {"className": "FAnimNode_BlendSpaceEvaluator::IsEvaluator", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendSpaceEvaluator.h", "description": "Indicates if we are an evaluator - i.e. will be setting the time explicitly rather than letting it play out.", "module": "AnimGraphRuntime", "code": "virtual bool IsEvaluator() const", "variables": []} {"className": "FAnimNode_BlendSpaceEvaluator::ShouldTeleportToTime", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendSpaceEvaluator.h", "description": "An evaluator will be setting the play rate to zero and setting the time explicitly. ShouldTeleportToTime indicates whether we should jump to that time, or move to it playing out root motion and events etc.", "module": "AnimGraphRuntime", "code": "virtual bool ShouldTeleportToTime() const", "variables": []} {"className": "FAnimNode_BlendSpaceEvaluator::UpdateAssetPlayer", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendSpaceEvaluator.h", "description": "Update method for the asset player, to be implemented by derived classes", "module": "AnimGraphRuntime", "code": "virtual void UpdateAssetPlayer ( const [FAnimationUpdateContext](API\\Runtime\\Engine\\Animation\\FAnimationUpdateContext) & Context )", "variables": []} {"className": "FAnimNode_BlendSpaceEvaluator::FAnimNode_BlendSpaceEvaluator", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendSpaceEvaluator.h", "description": "", "module": "AnimGraphRuntime", "code": "FAnimNode_BlendSpaceEvaluator()", "variables": []} {"className": "FAnimNode_BlendSpaceGraph::GetGroupName", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendSpaceGraph.h", "description": "the sync group that this blendspace uses", "module": "AnimGraphRuntime", "code": "[FName](API\\Runtime\\Core\\UObject\\FName) GetGroupName() const", "variables": []} {"className": "FAnimNode_BlendSpaceEvaluator", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendSpaceEvaluator.h", "description": "Evaluates a point in a blendspace, using a specific time input rather than advancing time internally. Typically the playback position of the animation for this node will represent something other than time, like jump height.", "module": "AnimGraphRuntime", "code": "struct FAnimNode_BlendSpaceEvaluator : public [FAnimNode_BlendSpacePlayer](API\\Runtime\\AnimGraphRuntime\\AnimNodes\\FAnimNode_BlendSpacePlayer)", "variables": [{"type": "bool", "name": "bTeleportToNormalizedTime", "description": "If true, teleport to normalized time, does NOT advance time (does not trigger notifies, does not extract Root Motion, etc.) If false, will advance time (will trigger notifies, extract root motion if applicable, etc)."}, {"type": "float", "name": "NormalizedTime", "description": "Normalized time between [0,1]."}]} {"className": "FAnimNode_BlendSpaceGraph", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendSpaceGraph.h", "description": "Allows multiple animations to be blended between based on input parameters.", "module": "AnimGraphRuntime", "code": "struct FAnimNode_BlendSpaceGraph : public [FAnimNode_BlendSpaceGraphBase](API\\Runtime\\AnimGraphRuntime\\AnimNodes\\FAnimNode_BlendSpaceGraphBase)", "variables": []} {"className": "FAnimNode_BlendSpaceGraphBase::CacheBones_AnyThread", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendSpaceGraphBase.h", "description": "Called to cache any bones that this node needs to track (e.g. in aFBoneReference). This is usually called at startup when LOD switches occur. This can be called on any thread.", "module": "AnimGraphRuntime", "code": "virtual void CacheBones_AnyThread ( const [FAnimationCacheBonesContext](API\\Runtime\\Engine\\Animation\\FAnimationCacheBonesContext) & Context )", "variables": []} {"className": "FAnimNode_BlendSpaceGraphBase::Evaluate_AnyThread", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendSpaceGraphBase.h", "description": "Called to evaluate local-space bones transforms according to the weights set up in Update(). You should implement either Evaluate or EvaluateComponentSpace, but not both of these. This can be called on any thread.", "module": "AnimGraphRuntime", "code": "virtual void Evaluate_AnyThread ( [FPoseContext](API\\Runtime\\Engine\\Animation\\FPoseContext) & Output )", "variables": []} {"className": "FAnimNode_BlendSpaceGraphBase::GatherDebugData", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendSpaceGraphBase.h", "description": "Called to gather on-screen debug data. This is called on the game thread.", "module": "AnimGraphRuntime", "code": "virtual void GatherDebugData ( [FNodeDebugData](API\\Runtime\\Engine\\Animation\\FNodeDebugData) & DebugData )", "variables": []} {"className": "FAnimNode_BlendSpaceGraphBase::GetBlendSpace", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendSpaceGraphBase.h", "description": "the blendspace that this node uses", "module": "AnimGraphRuntime", "code": "const [UBlendSpace](API\\Runtime\\Engine\\Animation\\UBlendSpace) * GetBlendSpace() const", "variables": []} {"className": "FAnimNode_BlendSpaceGraphBase::GetPosition", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendSpaceGraphBase.h", "description": "the current sample coordinates that this node is using to sample the blendspace", "module": "AnimGraphRuntime", "code": "FVector GetPosition() const", "variables": []} {"className": "FAnimNode_BlendSpaceGraphBase::Initialize_AnyThread", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendSpaceGraphBase.h", "description": "Called when the node first runs. If the node is inside a state machine or cached pose branch then this can be called multiple times. This can be called on any thread.", "module": "AnimGraphRuntime", "code": "virtual void Initialize_AnyThread ( const [FAnimationInitializeContext](API\\Runtime\\Engine\\Animation\\FAnimationInitializeContext) & Context )", "variables": []} {"className": "FAnimNode_BlendSpaceGraphBase::SetPreviewPosition", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendSpaceGraphBase.h", "description": "Set the node to preview a supplied sample value.", "module": "AnimGraphRuntime", "code": "void SetPreviewPosition ( FVector InVector )", "variables": []} {"className": "FAnimNode_BlendSpaceGraphBase::SnapToPosition", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendSpaceGraphBase.h", "description": "Forces the Position to the specified value.", "module": "AnimGraphRuntime", "code": "void SnapToPosition ( const FVector & NewPosition )", "variables": []} {"className": "FAnimNode_BlendSpaceGraphBase::UpdateInternal", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendSpaceGraphBase.h", "description": "Internal update handler, skipping evaluation of exposed inputs.", "module": "AnimGraphRuntime", "code": "void UpdateInternal ( const [FAnimationUpdateContext](API\\Runtime\\Engine\\Animation\\FAnimationUpdateContext) & Context )", "variables": []} {"className": "FAnimNode_BlendSpaceGraphBase::Update_AnyThread", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendSpaceGraphBase.h", "description": "Called to update the state of the graph relative to this node. Generally this should configure any weights (etc.) that could affect the poses that will need to be evaluated. This function is what usually executes EvaluateGraphExposedInputs. This can be called on any thread.", "module": "AnimGraphRuntime", "code": "virtual void Update_AnyThread ( const [FAnimationUpdateContext](API\\Runtime\\Engine\\Animation\\FAnimationUpdateContext) & Context )", "variables": []} {"className": "FAnimNode_BlendSpaceGraphBase", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendSpaceGraphBase.h", "description": "Allows multiple animations to be blended between based on input parameters.", "module": "AnimGraphRuntime", "code": "struct FAnimNode_BlendSpaceGraphBase : public [FAnimNode_Base](API\\Runtime\\Engine\\Animation\\FAnimNode_Base)", "variables": [{"type": "FBlendFilter", "name": "BlendFilter", "description": "FIR filter applied to inputs."}, {"type": "TArray= threshold.", "module": "AnimGraphRuntime", "code": "virtual int32 GetLODThreshold() const", "variables": []} {"className": "FAnimNode_LayeredBoneBlend::RemovePose", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_LayeredBoneBlend.h", "description": "", "module": "AnimGraphRuntime", "code": "void RemovePose ( int32 PoseIndex )", "variables": []} {"className": "FAnimNode_LayeredBoneBlend::InvalidateCachedBoneData", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_LayeredBoneBlend.h", "description": "Invalidates the cached bone data so it is recalculated the next time this node is updated.", "module": "AnimGraphRuntime", "code": "void InvalidateCachedBoneData()", "variables": []} {"className": "FAnimNode_LayeredBoneBlend::Initialize_AnyThread", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_LayeredBoneBlend.h", "description": "Called when the node first runs. If the node is inside a state machine or cached pose branch then this can be called multiple times. This can be called on any thread.", "module": "AnimGraphRuntime", "code": "virtual void Initialize_AnyThread ( const [FAnimationInitializeContext](API\\Runtime\\Engine\\Animation\\FAnimationInitializeContext) & Context )", "variables": []} {"className": "FAnimNode_LayeredBoneBlend::InvalidatePerBoneBlendWeights", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_LayeredBoneBlend.h", "description": "Invalidate the cached per-bone blend weights from the skeleton.", "module": "AnimGraphRuntime", "code": "void InvalidatePerBoneBlendWeights()", "variables": []} {"className": "FAnimNode_LayeredBoneBlend::SetBlendMask", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_LayeredBoneBlend.h", "description": "Set the blend mask for the specified input pose.", "module": "AnimGraphRuntime", "code": "void SetBlendMask ( int32 InPoseIndex, [UBlendProfile](API\\Runtime\\Engine\\Animation\\UBlendProfile) * InBlendMask )", "variables": []} {"className": "FAnimNode_LayeredBoneBlend::Update_AnyThread", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_LayeredBoneBlend.h", "description": "Called to update the state of the graph relative to this node. Generally this should configure any weights (etc.) that could affect the poses that will need to be evaluated. This function is what usually executes EvaluateGraphExposedInputs. This can be called on any thread.", "module": "AnimGraphRuntime", "code": "virtual void Update_AnyThread ( const [FAnimationUpdateContext](API\\Runtime\\Engine\\Animation\\FAnimationUpdateContext) & Context )", "variables": []} {"className": "FAnimNode_LayeredBoneBlend", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_LayeredBoneBlend.h", "description": "Layered blend (per bone); has dynamic number of blendposes that can blend per different bone sets.", "module": "AnimGraphRuntime", "code": "struct FAnimNode_LayeredBoneBlend : public [FAnimNode_Base](API\\Runtime\\Engine\\Animation\\FAnimNode_Base)", "variables": [{"type": "FPoseLink", "name": "BasePose", "description": "The source pose"}, {"type": "bool", "name": "bBlendRootMotionBasedOnRootBone", "description": "Whether to incorporate the per-bone blend weight of the root bone when lending root motion"}, {"type": "bool", "name": "bHasRelevantPoses", "description": ""}, {"type": "TArray", "name": "BlendWeights", "description": "The weights of each layer"}, {"type": "bool", "name": "bMeshSpaceRotationBlend", "description": "Whether to blend bone rotations in mesh space or in local space"}, {"type": "bool", "name": "bMeshSpaceScaleBlend", "description": "Whether to blend bone scales in mesh space or in local space"}, {"type": "TArray", "name": "CurveNames", "description": ""}, {"type": "TArray< float >", "name": "CurveValues", "description": ""}, {"type": "FBlendedHeapCur...", "name": "LastCurve", "description": ""}, {"type": "FPoseLink", "name": "SourcePose", "description": ""}]} {"className": "FAnimNode_MultiWayBlend::AddPose", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_MultiWayBlend.h", "description": "", "module": "AnimGraphRuntime", "code": "int32 AddPose()", "variables": []} {"className": "FAnimNode_MultiWayBlend::CacheBones_AnyThread", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_MultiWayBlend.h", "description": "Called to cache any bones that this node needs to track (e.g. in aFBoneReference). This is usually called at startup when LOD switches occur. This can be called on any thread.", "module": "AnimGraphRuntime", "code": "virtual void CacheBones_AnyThread ( const [FAnimationCacheBonesContext](API\\Runtime\\Engine\\Animation\\FAnimationCacheBonesContext) & Context )", "variables": []} {"className": "FAnimNode_MultiWayBlend::Evaluate_AnyThread", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_MultiWayBlend.h", "description": "Called to evaluate local-space bones transforms according to the weights set up in Update(). You should implement either Evaluate or EvaluateComponentSpace, but not both of these. This can be called on any thread.", "module": "AnimGraphRuntime", "code": "virtual void Evaluate_AnyThread ( [FPoseContext](API\\Runtime\\Engine\\Animation\\FPoseContext) & Output )", "variables": []} {"className": "FAnimNode_MultiWayBlend::GatherDebugData", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_MultiWayBlend.h", "description": "Called to gather on-screen debug data. This is called on the game thread.", "module": "AnimGraphRuntime", "code": "virtual void GatherDebugData ( [FNodeDebugData](API\\Runtime\\Engine\\Animation\\FNodeDebugData) & DebugData )", "variables": []} {"className": "FAnimNode_MultiWayBlend::GetTotalAlpha", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_MultiWayBlend.h", "description": "", "module": "AnimGraphRuntime", "code": "float GetTotalAlpha() const", "variables": []} {"className": "FAnimNode_MultiWayBlend::RemovePose", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_MultiWayBlend.h", "description": "", "module": "AnimGraphRuntime", "code": "void RemovePose ( int32 PoseIndex )", "variables": []} {"className": "FAnimNode_MultiWayBlend::ResetPoses", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_MultiWayBlend.h", "description": "", "module": "AnimGraphRuntime", "code": "void ResetPoses()", "variables": []} {"className": "FAnimNode_MultiWayBlend::Initialize_AnyThread", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_MultiWayBlend.h", "description": "Called when the node first runs. If the node is inside a state machine or cached pose branch then this can be called multiple times. This can be called on any thread.", "module": "AnimGraphRuntime", "code": "virtual void Initialize_AnyThread ( const [FAnimationInitializeContext](API\\Runtime\\Engine\\Animation\\FAnimationInitializeContext) & Context )", "variables": []} {"className": "FAnimNode_MultiWayBlend::Update_AnyThread", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_MultiWayBlend.h", "description": "Called to update the state of the graph relative to this node. Generally this should configure any weights (etc.) that could affect the poses that will need to be evaluated. This function is what usually executes EvaluateGraphExposedInputs. This can be called on any thread.", "module": "AnimGraphRuntime", "code": "virtual void Update_AnyThread ( const [FAnimationUpdateContext](API\\Runtime\\Engine\\Animation\\FAnimationUpdateContext) & Context )", "variables": []} {"className": "FAnimNode_MultiWayBlend::FAnimNode_MultiWayBlend", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_MultiWayBlend.h", "description": "", "module": "AnimGraphRuntime", "code": "FAnimNode_MultiWayBlend()", "variables": []} {"className": "FAnimNode_MultiWayBlend", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_MultiWayBlend.h", "description": "This represents a baked transition.", "module": "AnimGraphRuntime", "code": "struct FAnimNode_MultiWayBlend : public [FAnimNode_Base](API\\Runtime\\Engine\\Animation\\FAnimNode_Base)", "variables": [{"type": "FInputScaleBias", "name": "AlphaScaleBias", "description": ""}, {"type": "bool", "name": "bAdditiveNode", "description": ""}, {"type": "bool", "name": "bNormalizeAlpha", "description": ""}, {"type": "TArray< float >", "name": "DesiredAlphas", "description": ""}, {"type": "TArray= threshold.", "module": "AnimGraphRuntime", "code": "virtual int32 GetLODThreshold() const", "variables": []} {"className": "FAnimNode_PoseDriver::GetRadiusForTarget", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_PoseDriver.h", "description": "Returns the radius for a given target", "module": "AnimGraphRuntime", "code": "float GetRadiusForTarget ( const [FRBFTarget](API\\Runtime\\AnimGraphRuntime\\RBF\\FRBFTarget) & Target ) const", "variables": []} {"className": "FAnimNode_PoseDriver::GetRBFTargets", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_PoseDriver.h", "description": "Return array ofFRBFTargetstructs, derived from PoseTargets array and DriveSource setting", "module": "AnimGraphRuntime", "code": "void GetRBFTargets ( [TArray](API\\Runtime\\Core\\Containers\\TArray)< [FRBFTarget](API\\Runtime\\AnimGraphRuntime\\RBF\\FRBFTarget) > & OutTargets, const [FBoneContainer](API\\Runtime\\Engine\\FBoneContainer) * BoneContainer ) const", "variables": []} {"className": "FAnimNode_PoseDriver::Initialize_AnyThread", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_PoseDriver.h", "description": "Initialize function for setup purposes", "module": "AnimGraphRuntime", "code": "virtual void Initialize_AnyThread ( const [FAnimationInitializeContext](API\\Runtime\\Engine\\Animation\\FAnimationInitializeContext) & Context )", "variables": []} {"className": "FAnimNode_PoseDriver::RebuildPoseList", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_PoseDriver.h", "description": "Rebuild Pose List", "module": "AnimGraphRuntime", "code": "virtual void RebuildPoseList ( const [FBoneContainer](API\\Runtime\\Engine\\FBoneContainer) & InBoneContainer, const [UPoseAsset](API\\Runtime\\Engine\\Animation\\UPoseAsset) * InPoseAsset )", "variables": []} {"className": "FAnimNode_PoseDriver::IsBoneDriven", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_PoseDriver.h", "description": "Util for seeing if BoneName is in the list of driven bones (and bFilterDrivenBones is true)", "module": "AnimGraphRuntime", "code": "bool IsBoneDriven ( [FName](API\\Runtime\\Core\\UObject\\FName) BoneName ) const", "variables": []} {"className": "FAnimNode_PoseDriver::FAnimNode_PoseDriver", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_PoseDriver.h", "description": "", "module": "AnimGraphRuntime", "code": "FAnimNode_PoseDriver()", "variables": []} {"className": "FAnimNode_PoseDriver::UpdateAssetPlayer", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_PoseDriver.h", "description": "Update method for the asset player, to be implemented by derived classes", "module": "AnimGraphRuntime", "code": "virtual void UpdateAssetPlayer ( const [FAnimationUpdateContext](API\\Runtime\\Engine\\Animation\\FAnimationUpdateContext) & Context )", "variables": []} {"className": "FAnimNode_PoseDriver", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_PoseDriver.h", "description": "RBF based orientation driver", "module": "AnimGraphRuntime", "code": "struct FAnimNode_PoseDriver : public [FAnimNode_PoseHandler](API\\Runtime\\AnimGraphRuntime\\AnimNodes\\FAnimNode_PoseHandler)", "variables": [{"type": "uint8: 1", "name": "bCachedDrivenIDsAreDirty", "description": "If true, will recalculate DrivenUID values in PoseTargets array on next eval"}, {"type": "bool", "name": "bEvalFromRefPose", "description": "Evaluate SourceBone transform relative from its Reference Pose."}, {"type": "bool", "name": "bHasOnlyDriveBones", "description": "Checks if there are valid bones in OnlyDriveBones, since some entries can be None"}, {"type": "TArray", "name": "BoneBlendWeights", "description": "Weight to blend pose per joint - has to be cached whenever cache bones for LOD note this is for mesh bone"}, {"type": "TWeakObjectPtr<...", "name": "CurrentPoseAsset", "description": ""}, {"type": "TObjectPtr= threshold.", "module": "AnimGraphRuntime", "code": "virtual int32 GetLODThreshold() const", "variables": []} {"className": "FAnimNode_RotationOffsetBlendSpace::Initialize_AnyThread", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_RotationOffsetBlendSpace.h", "description": "Initialize function for setup purposes", "module": "AnimGraphRuntime", "code": "virtual void Initialize_AnyThread ( const [FAnimationInitializeContext](API\\Runtime\\Engine\\Animation\\FAnimationInitializeContext) & Context )", "variables": []} {"className": "FAnimNode_RotationOffsetBlendSpace::UpdateAssetPlayer", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_RotationOffsetBlendSpace.h", "description": "Update method for the asset player, to be implemented by derived classes", "module": "AnimGraphRuntime", "code": "virtual void UpdateAssetPlayer ( const [FAnimationUpdateContext](API\\Runtime\\Engine\\Animation\\FAnimationUpdateContext) & Context )", "variables": []} {"className": "FAnimNode_RotationOffsetBlendSpace::FAnimNode_RotationOffsetBlendSpace", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_RotationOffsetBlendSpace.h", "description": "", "module": "AnimGraphRuntime", "code": "FAnimNode_RotationOffsetBlendSpace()", "variables": []} {"className": "FAnimNode_RotationOffsetBlendSpace", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_RotationOffsetBlendSpace.h", "description": "", "module": "AnimGraphRuntime", "code": "struct FAnimNode_RotationOffsetBlendSpace : public [FAnimNode_BlendSpacePlayer](API\\Runtime\\AnimGraphRuntime\\AnimNodes\\FAnimNode_BlendSpacePlayer)", "variables": [{"type": "float", "name": "ActualAlpha", "description": ""}, {"type": "float", "name": "Alpha", "description": "Current strength of the AimOffset."}, {"type": "FInputAlphaBool...", "name": "AlphaBoolBlend", "description": ""}, {"type": "FName", "name": "AlphaCurveName", "description": ""}, {"type": "EAnimAlphaInput...", "name": "AlphaInputType", "description": ""}, {"type": "FInputScaleBias", "name": "AlphaScaleBias", "description": ""}, {"type": "FInputScaleBias...", "name": "AlphaScaleBiasClamp", "description": ""}, {"type": "bool", "name": "bAlphaBoolEnabled", "description": ""}, {"type": "FPoseLink", "name": "BasePose", "description": ""}, {"type": "bool", "name": "bIsLODEnabled", "description": ""}, {"type": "int32", "name": "LODThreshold", "description": "Max LOD that this node is allowed to run For example if you have LODThreshold to be 2, it will run until LOD 2 (based on 0 index) when the component LOD becomes 3, it will stop update/evaluate currently transition would be issue and that has to be re-visited"}]} {"className": "FAnimNode_RotationOffsetBlendSpaceGraph::GetGroupName", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_RotationOffsetBlendSpaceGraph.h", "description": "the sync group that this blendspace uses", "module": "AnimGraphRuntime", "code": "[FName](API\\Runtime\\Core\\UObject\\FName) GetGroupName() const", "variables": []} {"className": "FAnimNode_RotationOffsetBlendSpaceGraph", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_RotationOffsetBlendSpaceGraph.h", "description": "Allows multiple animations to be blended between based on input parameters.", "module": "AnimGraphRuntime", "code": "struct FAnimNode_RotationOffsetBlendSpaceGraph : public [FAnimNode_BlendSpaceGraphBase](API\\Runtime\\AnimGraphRuntime\\AnimNodes\\FAnimNode_BlendSpaceGraphBase)", "variables": []} {"className": "FAnimNode_SequenceEvaluator::GetExplicitTime", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_SequenceEvaluator.h", "description": "The time at which to evaluate the associated sequence.", "module": "AnimGraphRuntime", "code": "virtual float GetExplicitTime() const", "variables": []} {"className": "FAnimNode_SequenceEvaluator::GetGroupMethod", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_SequenceEvaluator.h", "description": "Get the sync group method we are using.", "module": "AnimGraphRuntime", "code": "virtual EAnimSyncMethod GetGroupMethod() const", "variables": []} {"className": "FAnimNode_SequenceEvaluator::GetGroupRole", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_SequenceEvaluator.h", "description": "Get the sync group role we are using.", "module": "AnimGraphRuntime", "code": "virtual [EAnimGroupRole::Type](API\\Runtime\\Engine\\Animation\\EAnimGroupRole__Type) GetGroupRole() const", "variables": []} {"className": "FAnimNode_SequenceEvaluator::GetGroupName", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_SequenceEvaluator.h", "description": "Get the sync group name we are using.", "module": "AnimGraphRuntime", "code": "virtual [FName](API\\Runtime\\Core\\UObject\\FName) GetGroupName() const", "variables": []} {"className": "FAnimNode_SequenceEvaluator::GetIgnoreForRelevancyTest", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_SequenceEvaluator.h", "description": "Check whether this node should be ignored when testing for relevancy in state machines.", "module": "AnimGraphRuntime", "code": "virtual bool GetIgnoreForRelevancyTest() const", "variables": []} {"className": "FAnimNode_SequenceEvaluator::GetReinitializationBehavior", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_SequenceEvaluator.h", "description": "What to do when SequenceEvaluator is reinitialized", "module": "AnimGraphRuntime", "code": "virtual [TEnumAsByte](API\\Runtime\\Core\\Containers\\TEnumAsByte)< [ESequenceEvalReinit::Type](API\\Runtime\\AnimGraphRuntime\\AnimNodes\\ESequenceEvalReinit__Type) > GetReinitializationBehavior() const", "variables": []} {"className": "FAnimNode_SequenceEvaluator::GetSequence", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_SequenceEvaluator.h", "description": "The animation sequence asset to evaluate.", "module": "AnimGraphRuntime", "code": "virtual [UAnimSequenceBase](API\\Runtime\\Engine\\Animation\\UAnimSequenceBase) * GetSequence() const", "variables": []} {"className": "FAnimNode_SequenceEvaluator::GetStartPosition", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_SequenceEvaluator.h", "description": "The start up position, it only applies when ReinitializationBehavior == StartPosition. Only used when bTeleportToExplicitTime is false.", "module": "AnimGraphRuntime", "code": "virtual float GetStartPosition() const", "variables": []} {"className": "FAnimNode_SequenceEvaluator::GetTeleportToExplicitTime", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_SequenceEvaluator.h", "description": "If true, teleport to explicit time, does NOT advance time (does not trigger notifies, does not extract Root Motion, etc.) If false, will advance time (will trigger notifies, extract root motion if applicable, etc.) Note: using a sync group forces advancing time regardless of what this option is set to.", "module": "AnimGraphRuntime", "code": "virtual bool GetTeleportToExplicitTime() const", "variables": []} {"className": "FAnimNode_SequenceEvaluator::IsLooping", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_SequenceEvaluator.h", "description": "Does this asset player loop back to the start when it reaches the end?", "module": "AnimGraphRuntime", "code": "virtual bool IsLooping() const", "variables": []} {"className": "FAnimNode_SequenceEvaluator::SetExplicitTime", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_SequenceEvaluator.h", "description": "Set the time at which to evaluate the associated sequence.", "module": "AnimGraphRuntime", "code": "virtual bool SetExplicitTime ( float InTime )", "variables": []} {"className": "FAnimNode_SequenceEvaluator::SetGroupName", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_SequenceEvaluator.h", "description": "Set the sync group name we are using.", "module": "AnimGraphRuntime", "code": "virtual bool SetGroupName ( [FName](API\\Runtime\\Core\\UObject\\FName) InGroupName )", "variables": []} {"className": "FAnimNode_SequenceEvaluator::SetGroupMethod", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_SequenceEvaluator.h", "description": "Set the sync group method we are using.", "module": "AnimGraphRuntime", "code": "virtual bool SetGroupMethod ( EAnimSyncMethod InMethod )", "variables": []} {"className": "FAnimNode_SequenceEvaluator::SetGroupRole", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_SequenceEvaluator.h", "description": "Set the sync group role we are using.", "module": "AnimGraphRuntime", "code": "virtual bool SetGroupRole ( [EAnimGroupRole::Type](API\\Runtime\\Engine\\Animation\\EAnimGroupRole__Type) InRole )", "variables": []} {"className": "FAnimNode_SequenceEvaluator::SetIgnoreForRelevancyTest", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_SequenceEvaluator.h", "description": "Set whether this node should be ignored when testing for relevancy in state machines.", "module": "AnimGraphRuntime", "code": "virtual bool SetIgnoreForRelevancyTest ( bool bInIgnoreForRelevancyTest )", "variables": []} {"className": "FAnimNode_SequenceEvaluator::SetShouldLoop", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_SequenceEvaluator.h", "description": "Set the animation to continue looping when it reaches the end.", "module": "AnimGraphRuntime", "code": "virtual bool SetShouldLoop ( bool bInShouldLoop )", "variables": []} {"className": "FAnimNode_SequenceEvaluator::SetSequence", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_SequenceEvaluator.h", "description": "Set the animation sequence asset to evaluate.", "module": "AnimGraphRuntime", "code": "virtual bool SetSequence ( [UAnimSequenceBase](API\\Runtime\\Engine\\Animation\\UAnimSequenceBase) * InSequence )", "variables": []} {"className": "FAnimNode_SequenceEvaluator", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_SequenceEvaluator.h", "description": "Sequence evaluator node that can be used with constant folding.", "module": "AnimGraphRuntime", "code": "struct FAnimNode_SequenceEvaluator : public [FAnimNode_SequenceEvaluatorBase](API\\Runtime\\AnimGraphRuntime\\AnimNodes\\FAnimNode_SequenceEvaluatorBase)", "variables": []} {"className": "FAnimNode_SequenceEvaluatorBase::Evaluate_AnyThread", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_SequenceEvaluator.h", "description": "Called to evaluate local-space bones transforms according to the weights set up in Update(). You should implement either Evaluate or EvaluateComponentSpace, but not both of these. This can be called on any thread.", "module": "AnimGraphRuntime", "code": "virtual void Evaluate_AnyThread ( [FPoseContext](API\\Runtime\\Engine\\Animation\\FPoseContext) & Output )", "variables": []} {"className": "FAnimNode_SequenceEvaluatorBase::CacheBones_AnyThread", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_SequenceEvaluator.h", "description": "Called to cache any bones that this node needs to track (e.g. in aFBoneReference). This is usually called at startup when LOD switches occur. This can be called on any thread.", "module": "AnimGraphRuntime", "code": "virtual void CacheBones_AnyThread ( const [FAnimationCacheBonesContext](API\\Runtime\\Engine\\Animation\\FAnimationCacheBonesContext) & Context )", "variables": []} {"className": "FAnimNode_SequenceEvaluatorBase::GatherDebugData", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_SequenceEvaluator.h", "description": "Called to gather on-screen debug data. This is called on the game thread.", "module": "AnimGraphRuntime", "code": "virtual void GatherDebugData ( [FNodeDebugData](API\\Runtime\\Engine\\Animation\\FNodeDebugData) & DebugData )", "variables": []} {"className": "FAnimNode_SequenceEvaluatorBase::GetAccumulatedTime", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_SequenceEvaluator.h", "description": "FAnimNode_RelevantAssetPlayerBase", "module": "AnimGraphRuntime", "code": "virtual float GetAccumulatedTime() const", "variables": []} {"className": "FAnimNode_SequenceEvaluatorBase::GetAnimAsset", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_SequenceEvaluator.h", "description": "Get the animation asset associated with the node, derived classes should implement this", "module": "AnimGraphRuntime", "code": "virtual [UAnimationAsset](API\\Runtime\\Engine\\Animation\\UAnimationAsset) * GetAnimAsset() const", "variables": []} {"className": "FAnimNode_SequenceEvaluatorBase::GetCurrentAssetTime", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_SequenceEvaluator.h", "description": "", "module": "AnimGraphRuntime", "code": "virtual float GetCurrentAssetTime() const", "variables": []} {"className": "FAnimNode_SequenceEvaluatorBase::GetCurrentAssetLength", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_SequenceEvaluator.h", "description": "Functions to report data to getters, this is required for all asset players (but can't be pure abstract because of struct instantiation generated code).", "module": "AnimGraphRuntime", "code": "virtual float GetCurrentAssetLength() const", "variables": []} {"className": "FAnimNode_SequenceEvaluatorBase::GetExplicitTime", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_SequenceEvaluator.h", "description": "The time at which to evaluate the associated sequence.", "module": "AnimGraphRuntime", "code": "virtual float GetExplicitTime() const", "variables": []} {"className": "FAnimNode_SequenceEvaluatorBase::GetEffectiveDeltaTime", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_SequenceEvaluator.h", "description": "Get the effective delta time between the previous and current frame internal time.", "module": "AnimGraphRuntime", "code": "virtual float GetEffectiveDeltaTime ( float ExplicitTime, float PrevExplicitTime ) const", "variables": []} {"className": "FAnimNode_SequenceEvaluatorBase::GetReinitializationBehavior", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_SequenceEvaluator.h", "description": "What to do when SequenceEvaluator is reinitialized", "module": "AnimGraphRuntime", "code": "virtual [TEnumAsByte](API\\Runtime\\Core\\Containers\\TEnumAsByte)< [ESequenceEvalReinit::Type](API\\Runtime\\AnimGraphRuntime\\AnimNodes\\ESequenceEvalReinit__Type) > GetReinitializationBehavior() const", "variables": []} {"className": "FAnimNode_SequenceEvaluatorBase::GetShouldLoop", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_SequenceEvaluator.h", "description": "This only works if bTeleportToExplicitTime is false OR this node is set to use SyncGroup", "module": "AnimGraphRuntime", "code": "virtual bool GetShouldLoop() const", "variables": []} {"className": "FAnimNode_SequenceEvaluatorBase::GetSequence", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_SequenceEvaluator.h", "description": "The animation sequence asset to evaluate.", "module": "AnimGraphRuntime", "code": "virtual [UAnimSequenceBase](API\\Runtime\\Engine\\Animation\\UAnimSequenceBase) * GetSequence() const", "variables": []} {"className": "FAnimNode_SequenceEvaluatorBase::GetTeleportToExplicitTime", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_SequenceEvaluator.h", "description": "If true, teleport to explicit time, does NOT advance time (does not trigger notifies, does not extract Root Motion, etc.) If false, will advance time (will trigger notifies, extract root motion if applicable, etc.) Note: using a sync group forces advancing time regardless of what this option is set to.", "module": "AnimGraphRuntime", "code": "virtual bool GetTeleportToExplicitTime() const", "variables": []} {"className": "FAnimNode_SequenceEvaluatorBase::Initialize_AnyThread", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_SequenceEvaluator.h", "description": "Initialize function for setup purposes", "module": "AnimGraphRuntime", "code": "virtual void Initialize_AnyThread ( const [FAnimationInitializeContext](API\\Runtime\\Engine\\Animation\\FAnimationInitializeContext) & Context )", "variables": []} {"className": "FAnimNode_SequenceEvaluatorBase::GetStartPosition", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_SequenceEvaluator.h", "description": "The start up position, it only applies when ReinitializationBehavior == StartPosition. Only used when bTeleportToExplicitTime is false.", "module": "AnimGraphRuntime", "code": "virtual float GetStartPosition() const", "variables": []} {"className": "FAnimNode_SequenceEvaluatorBase::SetExplicitPreviousTime", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_SequenceEvaluator.h", "description": "", "module": "AnimGraphRuntime", "code": "void SetExplicitPreviousTime ( float PreviousTime )", "variables": []} {"className": "FAnimNode_SequenceEvaluatorBase::SetExplicitTime", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_SequenceEvaluator.h", "description": "Set the time at which to evaluate the associated sequence.", "module": "AnimGraphRuntime", "code": "virtual bool SetExplicitTime ( float InTime )", "variables": []} {"className": "FAnimNode_SequenceEvaluatorBase::SetReinitializationBehavior", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_SequenceEvaluator.h", "description": "Set what to do when SequenceEvaluator is reinitialized", "module": "AnimGraphRuntime", "code": "virtual void SetReinitializationBehavior ( [TEnumAsByte](API\\Runtime\\Core\\Containers\\TEnumAsByte)< [ESequenceEvalReinit::Type](API\\Runtime\\AnimGraphRuntime\\AnimNodes\\ESequenceEvalReinit__Type) > InBehavior )", "variables": []} {"className": "FAnimNode_SequenceEvaluatorBase::SetSequence", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_SequenceEvaluator.h", "description": "Set the animation sequence asset to evaluate.", "module": "AnimGraphRuntime", "code": "virtual bool SetSequence ( [UAnimSequenceBase](API\\Runtime\\Engine\\Animation\\UAnimSequenceBase) * InSequence )", "variables": []} {"className": "FAnimNode_SequenceEvaluatorBase::SetShouldLoop", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_SequenceEvaluator.h", "description": "Set the animation to continue looping when it reaches the end.", "module": "AnimGraphRuntime", "code": "virtual bool SetShouldLoop ( bool bInShouldLoop )", "variables": []} {"className": "FAnimNode_SequenceEvaluatorBase::SetTeleportToExplicitTime", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_SequenceEvaluator.h", "description": "Set whether to teleport to explicit time when it is set.", "module": "AnimGraphRuntime", "code": "virtual void SetTeleportToExplicitTime ( bool bInTeleport )", "variables": []} {"className": "FAnimNode_SequenceEvaluatorBase::UpdateAssetPlayer", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_SequenceEvaluator.h", "description": "Update method for the asset player, to be implemented by derived classes", "module": "AnimGraphRuntime", "code": "virtual void UpdateAssetPlayer ( const [FAnimationUpdateContext](API\\Runtime\\Engine\\Animation\\FAnimationUpdateContext) & Context )", "variables": []} {"className": "FAnimNode_SequenceEvaluator_Standalone::GetExplicitTime", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_SequenceEvaluator.h", "description": "The time at which to evaluate the associated sequence.", "module": "AnimGraphRuntime", "code": "virtual float GetExplicitTime() const", "variables": []} {"className": "FAnimNode_SequenceEvaluatorBase", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_SequenceEvaluator.h", "description": "Abstract base class. Evaluates a point in an anim sequence, using a specific time input rather than advancing time internally. Typically the playback position of the animation for this node will represent something other than time, like jump height. This node will not trigger any notifies present in the associated sequence.", "module": "AnimGraphRuntime", "code": "struct FAnimNode_SequenceEvaluatorBase : public [FAnimNode_AssetPlayerBase](API\\Runtime\\Engine\\Animation\\FAnimNode_AssetPlayerBase)", "variables": []} {"className": "FAnimNode_SequenceEvaluator_Standalone::GetGroupMethod", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_SequenceEvaluator.h", "description": "Get the sync group method we are using.", "module": "AnimGraphRuntime", "code": "virtual EAnimSyncMethod GetGroupMethod() const", "variables": []} {"className": "FAnimNode_SequenceEvaluator_Standalone::GetGroupName", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_SequenceEvaluator.h", "description": "Get the sync group name we are using.", "module": "AnimGraphRuntime", "code": "virtual [FName](API\\Runtime\\Core\\UObject\\FName) GetGroupName() const", "variables": []} {"className": "FAnimNode_SequenceEvaluatorBase::SetAccumulatedTime", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_SequenceEvaluator.h", "description": "Override the currently accumulated time", "module": "AnimGraphRuntime", "code": "virtual void SetAccumulatedTime ( float NewTime )", "variables": []} {"className": "FAnimNode_SequenceEvaluator_Standalone::GetGroupRole", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_SequenceEvaluator.h", "description": "Get the sync group role we are using.", "module": "AnimGraphRuntime", "code": "virtual [EAnimGroupRole::Type](API\\Runtime\\Engine\\Animation\\EAnimGroupRole__Type) GetGroupRole() const", "variables": []} {"className": "FAnimNode_SequenceEvaluator_Standalone::GetIgnoreForRelevancyTest", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_SequenceEvaluator.h", "description": "Check whether this node should be ignored when testing for relevancy in state machines.", "module": "AnimGraphRuntime", "code": "virtual bool GetIgnoreForRelevancyTest() const", "variables": []} {"className": "FAnimNode_SequenceEvaluator_Standalone::GetReinitializationBehavior", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_SequenceEvaluator.h", "description": "What to do when SequenceEvaluator is reinitialized", "module": "AnimGraphRuntime", "code": "virtual [TEnumAsByte](API\\Runtime\\Core\\Containers\\TEnumAsByte)< [ESequenceEvalReinit::Type](API\\Runtime\\AnimGraphRuntime\\AnimNodes\\ESequenceEvalReinit__Type) > GetReinitializationBehavior() const", "variables": []} {"className": "FAnimNode_SequenceEvaluator_Standalone::GetSequence", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_SequenceEvaluator.h", "description": "The animation sequence asset to evaluate.", "module": "AnimGraphRuntime", "code": "virtual [UAnimSequenceBase](API\\Runtime\\Engine\\Animation\\UAnimSequenceBase) * GetSequence() const", "variables": []} {"className": "FAnimNode_SequenceEvaluator_Standalone::GetStartPosition", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_SequenceEvaluator.h", "description": "The start up position, it only applies when ReinitializationBehavior == StartPosition. Only used when bTeleportToExplicitTime is false.", "module": "AnimGraphRuntime", "code": "virtual float GetStartPosition() const", "variables": []} {"className": "FAnimNode_SequenceEvaluator_Standalone::GetTeleportToExplicitTime", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_SequenceEvaluator.h", "description": "If true, teleport to explicit time, does NOT advance time (does not trigger notifies, does not extract Root Motion, etc.) If false, will advance time (will trigger notifies, extract root motion if applicable, etc.) Note: using a sync group forces advancing time regardless of what this option is set to.", "module": "AnimGraphRuntime", "code": "virtual bool GetTeleportToExplicitTime() const", "variables": []} {"className": "FAnimNode_SequenceEvaluator_Standalone::IsLooping", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_SequenceEvaluator.h", "description": "Does this asset player loop back to the start when it reaches the end?", "module": "AnimGraphRuntime", "code": "virtual bool IsLooping() const", "variables": []} {"className": "FAnimNode_SequenceEvaluator_Standalone::SetExplicitTime", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_SequenceEvaluator.h", "description": "Set the time at which to evaluate the associated sequence.", "module": "AnimGraphRuntime", "code": "virtual bool SetExplicitTime ( float InTime )", "variables": []} {"className": "FAnimNode_SequenceEvaluator_Standalone::SetGroupMethod", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_SequenceEvaluator.h", "description": "Set the sync group method we are using.", "module": "AnimGraphRuntime", "code": "virtual bool SetGroupMethod ( EAnimSyncMethod InMethod )", "variables": []} {"className": "FAnimNode_SequenceEvaluator_Standalone::SetGroupName", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_SequenceEvaluator.h", "description": "Set the sync group name we are using.", "module": "AnimGraphRuntime", "code": "virtual bool SetGroupName ( [FName](API\\Runtime\\Core\\UObject\\FName) InGroupName )", "variables": []} {"className": "FAnimNode_SequenceEvaluator_Standalone::SetGroupRole", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_SequenceEvaluator.h", "description": "Set the sync group role we are using.", "module": "AnimGraphRuntime", "code": "virtual bool SetGroupRole ( [EAnimGroupRole::Type](API\\Runtime\\Engine\\Animation\\EAnimGroupRole__Type) InRole )", "variables": []} {"className": "FAnimNode_SequenceEvaluator_Standalone::SetIgnoreForRelevancyTest", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_SequenceEvaluator.h", "description": "Set whether this node should be ignored when testing for relevancy in state machines.", "module": "AnimGraphRuntime", "code": "virtual bool SetIgnoreForRelevancyTest ( bool bInIgnoreForRelevancyTest )", "variables": []} {"className": "FAnimNode_SequenceEvaluator_Standalone::SetReinitializationBehavior", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_SequenceEvaluator.h", "description": "Set what to do when SequenceEvaluator is reinitialized", "module": "AnimGraphRuntime", "code": "virtual void SetReinitializationBehavior ( [TEnumAsByte](API\\Runtime\\Core\\Containers\\TEnumAsByte)< [ESequenceEvalReinit::Type](API\\Runtime\\AnimGraphRuntime\\AnimNodes\\ESequenceEvalReinit__Type) > InBehavior )", "variables": []} {"className": "FAnimNode_SequenceEvaluator_Standalone::SetSequence", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_SequenceEvaluator.h", "description": "Set the animation sequence asset to evaluate.", "module": "AnimGraphRuntime", "code": "virtual bool SetSequence ( [UAnimSequenceBase](API\\Runtime\\Engine\\Animation\\UAnimSequenceBase) * InSequence )", "variables": []} {"className": "FAnimNode_SequenceEvaluator_Standalone::SetTeleportToExplicitTime", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_SequenceEvaluator.h", "description": "Set whether to teleport to explicit time when it is set.", "module": "AnimGraphRuntime", "code": "virtual void SetTeleportToExplicitTime ( bool bInTeleport )", "variables": []} {"className": "FAnimNode_SequenceEvaluator_Standalone", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_SequenceEvaluator.h", "description": "Sequence evaluator node that can be used standalone (without constant folding)", "module": "AnimGraphRuntime", "code": "struct FAnimNode_SequenceEvaluator_Standalone : public [FAnimNode_SequenceEvaluatorBase](API\\Runtime\\AnimGraphRuntime\\AnimNodes\\FAnimNode_SequenceEvaluatorBase)", "variables": []} {"className": "FAnimNode_Slot::Evaluate_AnyThread", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_Slot.h", "description": "Called to evaluate local-space bones transforms according to the weights set up in Update(). You should implement either Evaluate or EvaluateComponentSpace, but not both of these. This can be called on any thread.", "module": "AnimGraphRuntime", "code": "virtual void Evaluate_AnyThread ( [FPoseContext](API\\Runtime\\Engine\\Animation\\FPoseContext) & Output )", "variables": []} {"className": "FAnimNode_Slot::CacheBones_AnyThread", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_Slot.h", "description": "Called to cache any bones that this node needs to track (e.g. in aFBoneReference). This is usually called at startup when LOD switches occur. This can be called on any thread.", "module": "AnimGraphRuntime", "code": "virtual void CacheBones_AnyThread ( const [FAnimationCacheBonesContext](API\\Runtime\\Engine\\Animation\\FAnimationCacheBonesContext) & Context )", "variables": []} {"className": "FAnimNode_Slot::GatherDebugData", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_Slot.h", "description": "Called to gather on-screen debug data. This is called on the game thread.", "module": "AnimGraphRuntime", "code": "virtual void GatherDebugData ( [FNodeDebugData](API\\Runtime\\Engine\\Animation\\FNodeDebugData) & DebugData )", "variables": []} {"className": "FAnimNode_Slot::Initialize_AnyThread", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_Slot.h", "description": "Called when the node first runs. If the node is inside a state machine or cached pose branch then this can be called multiple times. This can be called on any thread.", "module": "AnimGraphRuntime", "code": "virtual void Initialize_AnyThread ( const [FAnimationInitializeContext](API\\Runtime\\Engine\\Animation\\FAnimationInitializeContext) & Context )", "variables": []} {"className": "FAnimNode_Slot::FAnimNode_Slot", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_Slot.h", "description": "", "module": "AnimGraphRuntime", "code": "FAnimNode_Slot()", "variables": []} {"className": "FAnimNode_Slot::Update_AnyThread", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_Slot.h", "description": "Called to update the state of the graph relative to this node. Generally this should configure any weights (etc.) that could affect the poses that will need to be evaluated. This function is what usually executes EvaluateGraphExposedInputs. This can be called on any thread.", "module": "AnimGraphRuntime", "code": "virtual void Update_AnyThread ( const [FAnimationUpdateContext](API\\Runtime\\Engine\\Animation\\FAnimationUpdateContext) & Context )", "variables": []} {"className": "FAnimNode_Slot", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_Slot.h", "description": "An animation slot node normally acts as a passthru, but a montage or PlaySlotAnimation call from game code can cause an animation to blend in and be played on the slot temporarily, overriding the Source input.", "module": "AnimGraphRuntime", "code": "struct FAnimNode_Slot : public [FAnimNode_Base](API\\Runtime\\Engine\\Animation\\FAnimNode_Base)", "variables": [{"type": "bool", "name": "bAlwaysUpdateSourcePose", "description": "Whether we should continue to update the source pose regardless of whether it would be used."}, {"type": "FName", "name": "SlotName", "description": "The name of this slot, exposed to gameplay code, etc..."}, {"type": "FGraphTraversal...", "name": "SlotNodeInitializationCounter", "description": ""}, {"type": "FPoseLink", "name": "Source", "description": "The source input, passed thru to the output unless a montage or slot animation is currently playing."}, {"type": "FSlotNodeWeight...", "name": "WeightData", "description": ""}]} {"className": "FAnimNode_Sync::GetGroupName", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_Sync.h", "description": "Get the group name that we synchronize with.", "module": "AnimGraphRuntime", "code": "[FName](API\\Runtime\\Core\\UObject\\FName) GetGroupName() const", "variables": []} {"className": "FAnimNode_TwoWayBlend::CacheBones_AnyThread", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_TwoWayBlend.h", "description": "Called to cache any bones that this node needs to track (e.g. in aFBoneReference). This is usually called at startup when LOD switches occur. This can be called on any thread.", "module": "AnimGraphRuntime", "code": "virtual void CacheBones_AnyThread ( const [FAnimationCacheBonesContext](API\\Runtime\\Engine\\Animation\\FAnimationCacheBonesContext) & Context )", "variables": []} {"className": "FAnimNode_Sync", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_Sync.h", "description": "", "module": "AnimGraphRuntime", "code": "struct FAnimNode_Sync : public [FAnimNode_Base](API\\Runtime\\Engine\\Animation\\FAnimNode_Base)", "variables": []} {"className": "FAnimNode_TwoWayBlend::GatherDebugData", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_TwoWayBlend.h", "description": "Called to gather on-screen debug data. This is called on the game thread.", "module": "AnimGraphRuntime", "code": "virtual void GatherDebugData ( [FNodeDebugData](API\\Runtime\\Engine\\Animation\\FNodeDebugData) & DebugData )", "variables": []} {"className": "FAnimNode_TwoWayBlend::Evaluate_AnyThread", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_TwoWayBlend.h", "description": "Called to evaluate local-space bones transforms according to the weights set up in Update(). You should implement either Evaluate or EvaluateComponentSpace, but not both of these. This can be called on any thread.", "module": "AnimGraphRuntime", "code": "virtual void Evaluate_AnyThread ( [FPoseContext](API\\Runtime\\Engine\\Animation\\FPoseContext) & Output )", "variables": []} {"className": "FAnimNode_TwoWayBlend::Initialize_AnyThread", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_TwoWayBlend.h", "description": "Called when the node first runs. If the node is inside a state machine or cached pose branch then this can be called multiple times. This can be called on any thread.", "module": "AnimGraphRuntime", "code": "virtual void Initialize_AnyThread ( const [FAnimationInitializeContext](API\\Runtime\\Engine\\Animation\\FAnimationInitializeContext) & Context )", "variables": []} {"className": "FAnimNode_TwoWayBlend::Update_AnyThread", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_TwoWayBlend.h", "description": "Called to update the state of the graph relative to this node. Generally this should configure any weights (etc.) that could affect the poses that will need to be evaluated. This function is what usually executes EvaluateGraphExposedInputs. This can be called on any thread.", "module": "AnimGraphRuntime", "code": "virtual void Update_AnyThread ( const [FAnimationUpdateContext](API\\Runtime\\Engine\\Animation\\FAnimationUpdateContext) & Context )", "variables": []} {"className": "FBlendBoneByChannelEntry::FBlendBoneByChannelEntry", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendBoneByChannel.h", "description": "", "module": "AnimGraphRuntime", "code": "FBlendBoneByChannelEntry()", "variables": []} {"className": "FAnimNode_TwoWayBlend::FAnimNode_TwoWayBlend", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_TwoWayBlend.h", "description": "", "module": "AnimGraphRuntime", "code": "FAnimNode_TwoWayBlend()", "variables": []} {"className": "FAnimNode_TwoWayBlend", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_TwoWayBlend.h", "description": "This represents a baked transition.", "module": "AnimGraphRuntime", "code": "struct FAnimNode_TwoWayBlend : public [FAnimNode_Base](API\\Runtime\\Engine\\Animation\\FAnimNode_Base)", "variables": [{"type": "FPoseLink", "name": "A", "description": ""}, {"type": "float", "name": "Alpha", "description": "The float value that controls the alpha blending when the alpha input type is set to 'Float'"}, {"type": "FInputAlphaBool...", "name": "AlphaBoolBlend", "description": ""}, {"type": "FName", "name": "AlphaCurveName", "description": "The animation curve that controls the alpha blending when the alpha input type is set to 'Curve'"}, {"type": "EAnimAlphaInput...", "name": "AlphaInputType", "description": "The data type used to control the alpha blending between the A and B poses."}, {"type": "FInputScaleBias", "name": "AlphaScaleBias", "description": ""}, {"type": "FInputScaleBias...", "name": "AlphaScaleBiasClamp", "description": ""}, {"type": "FPoseLink", "name": "B", "description": ""}, {"type": "uint8: 1", "name": "bAIsRelevant", "description": ""}, {"type": "uint8: 1", "name": "bAlphaBoolEnabled", "description": "The boolean value that controls the alpha blending when the alpha input type is set to 'Bool'"}, {"type": "uint8: 1", "name": "bBIsRelevant", "description": ""}, {"type": "uint8: 1", "name": "bResetChildOnActivation", "description": "This reinitializes child pose when re-activated. For example, when active child changes"}, {"type": "float", "name": "InternalBlendAlpha", "description": ""}]} {"className": "FPoseDriverTarget::FPoseDriverTarget", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_PoseDriver.h", "description": "", "module": "AnimGraphRuntime", "code": "FPoseDriverTarget()", "variables": []} {"className": "FBlendBoneByChannelEntry", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendBoneByChannel.h", "description": "", "module": "AnimGraphRuntime", "code": "struct FBlendBoneByChannelEntry", "variables": [{"type": "bool", "name": "bBlendRotation", "description": "Copy Rotation from Source to Target"}, {"type": "bool", "name": "bBlendScale", "description": "Copy Scale from Source to Target"}, {"type": "bool", "name": "bBlendTranslation", "description": "Copy Translation from Source to Target"}, {"type": "FBoneReference", "name": "SourceBone", "description": "Bone to take Transform from"}, {"type": "FBoneReference", "name": "TargetBone", "description": "Bone to apply Transform to"}]} {"className": "FPoseDriverTarget::FPoseDriverTarget", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_PoseDriver.h", "description": "Removing deprecation for default copy operator/constructor to avoid deprecation warnings", "module": "AnimGraphRuntime", "code": "PRAGMA_DISABLE_DEPRECATION_WARNINGS FPoseDriverTarget ( const [FPoseDriverTarget](API\\Runtime\\AnimGraphRuntime\\AnimNodes\\FPoseDriverTarget) & )", "variables": []} {"className": "FPoseDriverTarget::operator=", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_PoseDriver.h", "description": "", "module": "AnimGraphRuntime", "code": "[FPoseDriverTarget](API\\Runtime\\AnimGraphRuntime\\AnimNodes\\FPoseDriverTarget) & operator= ( const [FPoseDriverTarget](API\\Runtime\\AnimGraphRuntime\\AnimNodes\\FPoseDriverTarget) & )", "variables": []} {"className": "FPoseDriverTarget", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_PoseDriver.h", "description": "Information about each target in the PoseDriver", "module": "AnimGraphRuntime", "code": "struct FPoseDriverTarget", "variables": [{"type": "bool", "name": "bApplyCustomCurve", "description": "If we should apply a custom curve mapping to how this target activates"}, {"type": "bool", "name": "bIsHidden", "description": "If we should hide this pose from the UI"}, {"type": "TArray", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendSpacePlayer.h", "description": "", "module": "AnimGraphRuntime", "code": "template<> struct TStructOpsTypeTraits< FAnimNode_BlendSpacePlayerBase > : public [TStructOpsTypeTraitsBase2< FAnimNode_BlendSpacePlayerBase >](API\\Runtime\\CoreUObject\\UObject\\TStructOpsTypeTraitsBase2)", "variables": []} {"className": "FRandomPlayerSequenceEntry", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_RandomPlayer.h", "description": "The random player node holds a list of sequences and parameter ranges which will be played continuously In a random order. If shuffle mode is enabled then each entry will be played once before repeating any", "module": "AnimGraphRuntime", "code": "struct FRandomPlayerSequenceEntry", "variables": [{"type": "FAlphaBlend", "name": "BlendIn", "description": "Blending properties used when this entry is blending in ontop of another entry"}, {"type": "float", "name": "ChanceToPlay", "description": "When not in shuffle mode, this is the chance this entry will play (normalized against all other sample chances)"}, {"type": "int32", "name": "MaxLoopCount", "description": "Maximum number of times this entry will loop before ending"}, {"type": "float", "name": "MaxPlayRate", "description": "Maximum playrate for this entry"}, {"type": "int32", "name": "MinLoopCount", "description": "Minimum number of times this entry will loop before ending"}, {"type": "float", "name": "MinPlayRate", "description": "Minimum playrate for this entry"}, {"type": "TObjectPtr & MeshBases )", "variables": []} {"className": "FAnimLegIKData::FAnimLegIKData", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_LegIK.h", "description": "", "module": "AnimGraphRuntime", "code": "FAnimLegIKData()", "variables": []} {"className": "FAnimLegIKData", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_LegIK.h", "description": "Runtime foot data after validation, we guarantee these bones to exist", "module": "AnimGraphRuntime", "code": "struct FAnimLegIKData", "variables": [{"type": "TArray & OutBoneTransforms )", "variables": []} {"className": "FAnimNode_AnimDynamics::FindChainBoneNames", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_AnimDynamics.h", "description": "", "module": "AnimGraphRuntime", "code": "void FindChainBoneNames ( const [FReferenceSkeleton](API\\Runtime\\Engine\\FReferenceSkeleton) & ReferenceSkeleton, [TArray](API\\Runtime\\Core\\Containers\\TArray)< [FName](API\\Runtime\\Core\\UObject\\FName) > & ChainBoneNames )", "variables": []} {"className": "FAnimNode_AnimDynamics::GatherDebugData", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_AnimDynamics.h", "description": "Called to gather on-screen debug data. This is called on the game thread.", "module": "AnimGraphRuntime", "code": "virtual void GatherDebugData ( [FNodeDebugData](API\\Runtime\\Engine\\Animation\\FNodeDebugData) & DebugData )", "variables": []} {"className": "FAnimNode_AnimDynamics::GetBodyComponentSpaceTransform", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_AnimDynamics.h", "description": "", "module": "AnimGraphRuntime", "code": "FTransform GetBodyComponentSpaceTransform ( const [FAnimPhysRigidBody](API\\Runtime\\Engine\\Animation\\FAnimPhysRigidBody) & Body, const [USkeletalMeshComponent](API\\Runtime\\Engine\\Components\\USkeletalMeshComponent) *const SkelComp ) const", "variables": []} {"className": "FAnimNode_AnimDynamics::GetBodyLocalJointOffset", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_AnimDynamics.h", "description": "Accessors for editor code (mainly for visualization functions)", "module": "AnimGraphRuntime", "code": "FVector GetBodyLocalJointOffset ( const int32 BodyIndex ) const", "variables": []} {"className": "FAnimNode_AnimDynamics::GetLODThreshold", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_AnimDynamics.h", "description": "Get the LOD threshold at which this node is enabled. Node is enabled if the current LOD >= threshold.", "module": "AnimGraphRuntime", "code": "virtual int32 GetLODThreshold() const", "variables": []} {"className": "FAnimNode_AnimDynamics::GetNumBodies", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_AnimDynamics.h", "description": "", "module": "AnimGraphRuntime", "code": "int32 GetNumBodies() const", "variables": []} {"className": "FAnimNode_AnimDynamics::GetPhysBody", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_AnimDynamics.h", "description": "", "module": "AnimGraphRuntime", "code": "const [FAnimPhysRigidBody](API\\Runtime\\Engine\\Animation\\FAnimPhysRigidBody) & GetPhysBody ( int32 BodyIndex ) const", "variables": []} {"className": "FAnimNode_AnimDynamics::HasPreUpdate", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_AnimDynamics.h", "description": "Override this to indicate thatPreUpdate()should be called on the game thread (usually to gather non-thread safe data) before Update() is called. Note that this is called at load on theUAnimInstanceCDO to avoid needing to call this at runtime. This is called on the game thread.", "module": "AnimGraphRuntime", "code": "virtual bool HasPreUpdate() const", "variables": []} {"className": "FAnimNode_AnimDynamics::InitializeBoneReferences", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_AnimDynamics.h", "description": "Initialize any bone references you have", "module": "AnimGraphRuntime", "code": "virtual void InitializeBoneReferences ( const [FBoneContainer](API\\Runtime\\Engine\\FBoneContainer) & RequiredBones )", "variables": []} {"className": "FAnimNode_AnimDynamics::Initialize_AnyThread", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_AnimDynamics.h", "description": "Called when the node first runs. If the node is inside a state machine or cached pose branch then this can be called multiple times. This can be called on any thread.", "module": "AnimGraphRuntime", "code": "virtual void Initialize_AnyThread ( const [FAnimationInitializeContext](API\\Runtime\\Engine\\Animation\\FAnimationInitializeContext) & Context )", "variables": []} {"className": "FAnimNode_AnimDynamics::IsAnimDynamicsSystemEnabledFor", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_AnimDynamics.h", "description": "", "module": "AnimGraphRuntime", "code": "static bool IsAnimDynamicsSystemEnabledFor ( int32 InLOD )", "variables": []} {"className": "FAnimNode_AnimDynamics::InitPhysics", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_AnimDynamics.h", "description": "", "module": "AnimGraphRuntime", "code": "void InitPhysics ( [FComponentSpacePoseContext](API\\Runtime\\Engine\\Animation\\FComponentSpacePoseContext) & Output )", "variables": []} {"className": "FAnimNode_AnimDynamics::IsValidToEvaluate", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_AnimDynamics.h", "description": "Return true if it is valid to Evaluate", "module": "AnimGraphRuntime", "code": "virtual bool IsValidToEvaluate ( const [USkeleton](API\\Runtime\\Engine\\Animation\\USkeleton) * Skeleton, const [FBoneContainer](API\\Runtime\\Engine\\FBoneContainer) & RequiredBones )", "variables": []} {"className": "MaxTimeDebt", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_AnimDynamics.h", "description": "Maximum time to consider when accumulating time debt to avoid spiraling.", "module": "AnimGraphRuntime", "code": "static const float MaxTimeDebt = (1.0f / 60.0f) * 5.0f;", "variables": []} {"className": "FAnimNode_AnimDynamics::NeedsDynamicReset", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_AnimDynamics.h", "description": "For nodes that implement some kind of simulation, return true here soResetDynamics()gets called when things like teleports, time skips etc. occur that might require special handling. Note that this is called at load on theUAnimInstanceCDO to avoid needing to call this at runtime. This is called on the game thread.", "module": "AnimGraphRuntime", "code": "virtual bool NeedsDynamicReset() const", "variables": []} {"className": "FAnimNode_AnimDynamics::PreUpdate", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_AnimDynamics.h", "description": "Override this to perform game-thread work prior to non-game thread Update() being called", "module": "AnimGraphRuntime", "code": "virtual void PreUpdate ( const [UAnimInstance](API\\Runtime\\Engine\\Animation\\UAnimInstance) * InAnimInstance )", "variables": []} {"className": "FAnimNode_AnimDynamics::RequestInitialise", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_AnimDynamics.h", "description": "", "module": "AnimGraphRuntime", "code": "void RequestInitialise ( ETeleportType InTeleportType )", "variables": []} {"className": "FAnimNode_AnimDynamics::ResetDynamics", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_AnimDynamics.h", "description": "Called to help dynamics-based updates to recover correctly from large movements/teleports", "module": "AnimGraphRuntime", "code": "virtual void ResetDynamics ( ETeleportType InTeleportType )", "variables": []} {"className": "FAnimNode_AnimDynamics::ShouldDoPhysicsUpdate", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_AnimDynamics.h", "description": "", "module": "AnimGraphRuntime", "code": "bool ShouldDoPhysicsUpdate() const", "variables": []} {"className": "FAnimNode_AnimDynamics::TermPhysics", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_AnimDynamics.h", "description": "", "module": "AnimGraphRuntime", "code": "void TermPhysics()", "variables": []} {"className": "FAnimNode_AnimDynamics::UpdateChainPhysicsBodyDefinitions", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_AnimDynamics.h", "description": "", "module": "AnimGraphRuntime", "code": "void UpdateChainPhysicsBodyDefinitions ( const [FReferenceSkeleton](API\\Runtime\\Engine\\FReferenceSkeleton) & ReferenceSkeleton )", "variables": []} {"className": "FAnimNode_AnimDynamics::UpdateInternal", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_AnimDynamics.h", "description": "Interface for derived skeletal controls to implement use this function to update for skeletal control base", "module": "AnimGraphRuntime", "code": "virtual void UpdateInternal ( const [FAnimationUpdateContext](API\\Runtime\\Engine\\Animation\\FAnimationUpdateContext) & Context )", "variables": []} {"className": "FAnimNode_AnimDynamics::UpdateLimits", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_AnimDynamics.h", "description": "", "module": "AnimGraphRuntime", "code": "void UpdateLimits ( [FComponentSpacePoseContext](API\\Runtime\\Engine\\Animation\\FComponentSpacePoseContext) & Output )", "variables": []} {"className": "FAnimNode_AnimDynamics::ValidateChainPhysicsBodyDefinitions", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_AnimDynamics.h", "description": "", "module": "AnimGraphRuntime", "code": "void ValidateChainPhysicsBodyDefinitions ( const [FReferenceSkeleton](API\\Runtime\\Engine\\FReferenceSkeleton) & ReferenceSkeleton )", "variables": []} {"className": "FAnimNode_AnimDynamics::FAnimNode_AnimDynamics", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_AnimDynamics.h", "description": "", "module": "AnimGraphRuntime", "code": "FAnimNode_AnimDynamics()", "variables": []} {"className": "FAnimNode_AnimDynamics", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_AnimDynamics.h", "description": "", "module": "AnimGraphRuntime", "code": "struct FAnimNode_AnimDynamics : public [FAnimNode_SkeletalControlBase](API\\Runtime\\AnimGraphRuntime\\BoneControllers\\FAnimNode_SkeletalControlBase)", "variables": [{"type": "float", "name": "AngularBiasOverride", "description": "Overridden angular bias value Angular bias is essentially a twist reduction for chain forces and defaults to a value to keep chains stability in check."}, {"type": "float", "name": "AngularDampingOverride", "description": "Overridden angular damping value. The default is 0.7. Values below 0.7 won't have an effect."}, {"type": "float", "name": "AngularSpringConstant", "description": "Spring constant to use when calculating angular springs, higher values mean a stronger spring."}, {"type": "uint8: 1", "name": "bAngularSpring", "description": "If true the body will attempt to align itself with the specified angular target"}, {"type": "uint8: 1", "name": "bChain", "description": "Set to true to use the solver to simulate a connected chain"}, {"type": "uint8: 1", "name": "bDoEval", "description": "If true we will perform bone transform evaluation, otherwise skip - allows visualization of the initial anim state compared to the physics sim"}, {"type": "bool", "name": "bDoPhysicsUpdateInEditor", "description": "True by default, if false physics simulation will not update this frame. Used to prevent the rig moving whilst interactively editing parameters with a widget in the viewport."}, {"type": "uint8: 1", "name": "bDoUpdate", "description": "If true we will perform physics update, otherwise skip - allows visualization of the initial state of the bodies"}, {"type": "uint8: 1", "name": "bEnableWind", "description": "Whether or not wind is enabled for the bodies in this simulation"}, {"type": "uint8: 1", "name": "bGravityOverrideInSimSpace", "description": "If true the gravity override value is defined in simulation space, by default it is in world space"}, {"type": "uint8: 1", "name": "bLinearSpring", "description": "If true the body will attempt to spring back to its initial position"}, {"type": "FBoneReference", "name": "BoundBone", "description": "The bone to attach the physics body to, if bChain is true this is the top of the chain"}, {"type": "uint8: 1", "name": "bOverrideAngularBias", "description": "If true, the override value will be used for the angular bias for bodies in this node."}, {"type": "uint8: 1", "name": "bOverrideAngularDamping", "description": "If true, the override value will be used for angular damping"}, {"type": "uint8: 1", "name": "bOverrideLinearDamping", "description": "If true, the override value will be used for linear damping"}, {"type": "uint8: 1", "name": "bUseGravityOverride", "description": "Use gravity override value vs gravity scale"}, {"type": "uint8: 1", "name": "bUsePlanarLimit", "description": "Whether to evaluate planar limits"}, {"type": "uint8: 1", "name": "bUseSphericalLimits", "description": "Whether to evaluate spherical limits"}, {"type": "uint8: 1", "name": "bWindWasEnabled", "description": ""}, {"type": "FBoneReference", "name": "ChainEnd", "description": "If bChain is true this is the bottom of the chain, otherwise ignored"}, {"type": "FVector", "name": "ComponentAppliedLinearAccClamp", "description": "When using non-world-space sim, this is an overall clamp on acceleration derived from ComponentLinearAccScale and ComponentLinearVelScale, to ensure it is not too large."}, {"type": "FVector", "name": "ComponentLinearAccScale", "description": "When using non-world-space sim, this controls how much of the components world-space acceleration is passed on to the local-space simulation."}, {"type": "FVector", "name": "ComponentLinearVelScale", "description": "When using non-world-space sim, this applies a 'drag' to the bodies in the local space simulation, based on the components world-space velocity."}, {"type": "FVector", "name": "ExternalForce", "description": "An external force to apply to all bodies in the simulation when ticked, specified in world space"}, {"type": "FVector", "name": "GravityOverride", "description": "Gravity Override Value"}, {"type": "float", "name": "GravityScale", "description": "Scale for gravity, higher values increase forces due to gravity"}, {"type": "ETeleportType", "name": "InitTeleportType", "description": "We can't get clean bone positions unless we are in the evaluate step."}, {"type": "AnimPhysSimSpac...", "name": "LastSimSpace", "description": "Cached sim space that we last used."}, {"type": "float", "name": "LinearDampingOverride", "description": "Overridden linear damping value. The default is 0.7. Values below 0.7 won't have an effect."}, {"type": "float", "name": "LinearSpringConstant", "description": "Spring constant to use when calculating linear springs, higher values mean a stronger spring."}, {"type": "int32", "name": "NumSolverIterationsPostUpdate", "description": "Number of update passes on the linear and angular limits after we solve the position of the bodies, recommended to be around a quarter of NumSolverIterationsPreUpdate"}, {"type": "int32", "name": "NumSolverIterationsPreUpdate", "description": "Number of update passes on the linear and angular limits before we solve the position of the bodies recommended to be four times the value of NumSolverIterationsPostUpdate"}, {"type": "TArray & OutBoneTransforms )", "variables": []} {"className": "FAnimNode_ApplyLimits::GatherDebugData", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_ApplyLimits.h", "description": "Called to gather on-screen debug data. This is called on the game thread.", "module": "AnimGraphRuntime", "code": "virtual void GatherDebugData ( [FNodeDebugData](API\\Runtime\\Engine\\Animation\\FNodeDebugData) & DebugData )", "variables": []} {"className": "FAnimNode_ApplyLimits::IsValidToEvaluate", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_ApplyLimits.h", "description": "Return true if it is valid to Evaluate", "module": "AnimGraphRuntime", "code": "virtual bool IsValidToEvaluate ( const [USkeleton](API\\Runtime\\Engine\\Animation\\USkeleton) * Skeleton, const [FBoneContainer](API\\Runtime\\Engine\\FBoneContainer) & RequiredBones )", "variables": []} {"className": "FAnimNode_ApplyLimits::NeedsOnInitializeAnimInstance", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_ApplyLimits.h", "description": "For nodes that need some kind of initialization that is not dependent on node relevancy (i.e. it is insufficient or inefficient to use Initialize_AnyThread), return true here. Note that this is called at load on theUAnimInstanceCDO to avoid needing to call this at runtime.", "module": "AnimGraphRuntime", "code": "virtual bool NeedsOnInitializeAnimInstance() const", "variables": []} {"className": "FAnimNode_ApplyLimits::OnInitializeAnimInstance", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_ApplyLimits.h", "description": "Called once, from game thread as the parent anim instance is created", "module": "AnimGraphRuntime", "code": "virtual void OnInitializeAnimInstance ( const [FAnimInstanceProxy](API\\Runtime\\Engine\\Animation\\FAnimInstanceProxy) * InProxy, const [UAnimInstance](API\\Runtime\\Engine\\Animation\\UAnimInstance) * InAnimInstance )", "variables": []} {"className": "FAnimNode_ApplyLimits::RecalcLimits", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_ApplyLimits.h", "description": "", "module": "AnimGraphRuntime", "code": "void RecalcLimits()", "variables": []} {"className": "FAnimNode_ApplyLimits::FAnimNode_ApplyLimits", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_ApplyLimits.h", "description": "", "module": "AnimGraphRuntime", "code": "FAnimNode_ApplyLimits()", "variables": []} {"className": "FAnimNode_ApplyLimits", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_ApplyLimits.h", "description": "", "module": "AnimGraphRuntime", "code": "struct FAnimNode_ApplyLimits : public [FAnimNode_SkeletalControlBase](API\\Runtime\\AnimGraphRuntime\\BoneControllers\\FAnimNode_SkeletalControlBase)", "variables": [{"type": "TArray< FVector...", "name": "AngularOffsets", "description": ""}, {"type": "TArray & OutBoneTransforms )", "variables": []} {"className": "FAnimNode_BoneDrivenController::ExtractSourceValue", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_BoneDrivenController.h", "description": "Extracts the value used to drive the target bone or parameter", "module": "AnimGraphRuntime", "code": "const double ExtractSourceValue ( const FTransform & InCurrentBoneTransform, const FTransform & InRefPoseBoneTransform )", "variables": []} {"className": "FAnimNode_BoneDrivenController::GatherDebugData", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_BoneDrivenController.h", "description": "Called to gather on-screen debug data. This is called on the game thread.", "module": "AnimGraphRuntime", "code": "virtual void GatherDebugData ( [FNodeDebugData](API\\Runtime\\Engine\\Animation\\FNodeDebugData) & DebugData )", "variables": []} {"className": "FAnimNode_BoneDrivenController::InitializeBoneReferences", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_BoneDrivenController.h", "description": "Initialize any bone references you have", "module": "AnimGraphRuntime", "code": "virtual void InitializeBoneReferences ( const [FBoneContainer](API\\Runtime\\Engine\\FBoneContainer) & RequiredBones )", "variables": []} {"className": "FAnimNode_BoneDrivenController::IsValidToEvaluate", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_BoneDrivenController.h", "description": "Return true if it is valid to Evaluate", "module": "AnimGraphRuntime", "code": "virtual bool IsValidToEvaluate ( const [USkeleton](API\\Runtime\\Engine\\Animation\\USkeleton) * Skeleton, const [FBoneContainer](API\\Runtime\\Engine\\FBoneContainer) & RequiredBones )", "variables": []} {"className": "FAnimNode_BoneDrivenController::FAnimNode_BoneDrivenController", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_BoneDrivenController.h", "description": "", "module": "AnimGraphRuntime", "code": "FAnimNode_BoneDrivenController()", "variables": []} {"className": "FAnimNode_BoneDrivenController", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_BoneDrivenController.h", "description": "This is the runtime version of a bone driven controller, which maps part of the state from one bone to another (e.g., 2 * source.x -> target.z)", "module": "AnimGraphRuntime", "code": "struct FAnimNode_BoneDrivenController : public [FAnimNode_SkeletalControlBase](API\\Runtime\\AnimGraphRuntime\\BoneControllers\\FAnimNode_SkeletalControlBase)", "variables": [{"type": "uint8: 1", "name": "bAffectTargetRotationX", "description": "Affect the X component of rotation on the target bone."}, {"type": "uint8: 1", "name": "bAffectTargetRotationY", "description": "Affect the Y component of rotation on the target bone."}, {"type": "uint8: 1", "name": "bAffectTargetRotationZ", "description": "Affect the Z component of rotation on the target bone."}, {"type": "uint8: 1", "name": "bAffectTargetScaleX", "description": "Affect the X component of scale on the target bone."}, {"type": "uint8: 1", "name": "bAffectTargetScaleY", "description": "Affect the Y component of scale on the target bone."}, {"type": "uint8: 1", "name": "bAffectTargetScaleZ", "description": "Affect the Z component of scale on the target bone."}, {"type": "uint8: 1", "name": "bAffectTargetTranslationX", "description": "Affect the X component of translation on the target bone."}, {"type": "uint8: 1", "name": "bAffectTargetTranslationY", "description": "Affect the Y component of translation on the target bone."}, {"type": "uint8: 1", "name": "bAffectTargetTranslationZ", "description": "Affect the Z component of translation on the target bone."}, {"type": "uint8: 1", "name": "bUseRange", "description": "Whether or not to clamp the driver value and remap it before scaling it."}, {"type": "EDrivenDestinat...", "name": "DestinationMode", "description": "Type of destination to drive, currently either bone or morph target."}, {"type": "TObjectPtr & OutBoneTransforms )", "variables": []} {"className": "FAnimNode_CCDIK::GatherDebugData", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_CCDIK.h", "description": "Called to gather on-screen debug data. This is called on the game thread.", "module": "AnimGraphRuntime", "code": "virtual void GatherDebugData ( [FNodeDebugData](API\\Runtime\\Engine\\Animation\\FNodeDebugData) & DebugData )", "variables": []} {"className": "FAnimNode_CCDIK::IsValidToEvaluate", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_CCDIK.h", "description": "Return true if it is valid to Evaluate", "module": "AnimGraphRuntime", "code": "virtual bool IsValidToEvaluate ( const [USkeleton](API\\Runtime\\Engine\\Animation\\USkeleton) * Skeleton, const [FBoneContainer](API\\Runtime\\Engine\\FBoneContainer) & RequiredBones )", "variables": []} {"className": "FAnimNode_CCDIK::FAnimNode_CCDIK", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_CCDIK.h", "description": "", "module": "AnimGraphRuntime", "code": "FAnimNode_CCDIK()", "variables": []} {"className": "FAnimNode_CCDIK", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_CCDIK.h", "description": "Controller which implements the CCDIK IK approximation algorithm", "module": "AnimGraphRuntime", "code": "struct FAnimNode_CCDIK : public [FAnimNode_SkeletalControlBase](API\\Runtime\\AnimGraphRuntime\\BoneControllers\\FAnimNode_SkeletalControlBase)", "variables": [{"type": "bool", "name": "bEnableRotationLimit", "description": "Tolerance for final tip location delta from EffectorLocation"}, {"type": "bool", "name": "bStartFromTail", "description": "Toggle drawing of axes to debug joint rotation"}, {"type": "TArray< FVector...", "name": "DebugLines", "description": ""}, {"type": "FVector", "name": "EffectorLocation", "description": "Coordinates for target location of tip bone - if EffectorLocationSpace is bone, this is the offset from Target Bone to use as target location"}, {"type": "TEnumAsByte< en...", "name": "EffectorLocationSpace", "description": "Reference frame of Effector Transform."}, {"type": "FBoneSocketTarg...", "name": "EffectorTarget", "description": "If EffectorTransformSpace is a bone, this is the bone to use."}, {"type": "int32", "name": "MaxIterations", "description": "Maximum number of iterations allowed, to control performance."}, {"type": "float", "name": "Precision", "description": "Tolerance for final tip location delta from EffectorLocation"}, {"type": "FBoneReference", "name": "RootBone", "description": "Name of the root bone"}, {"type": "FBoneReference", "name": "TipBone", "description": "Name of tip bone"}]} {"className": "FAnimNode_Constraint::ConditionalDebugDraw", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_Constraint.h", "description": "", "module": "AnimGraphRuntime", "code": "void ConditionalDebugDraw ( [FPrimitiveDrawInterface](API\\Runtime\\Engine\\FPrimitiveDrawInterface) * PDI, [USkeletalMeshComponent](API\\Runtime\\Engine\\Components\\USkeletalMeshComponent) * MeshComp ) const", "variables": []} {"className": "FAnimNode_Constraint::EvaluateSkeletalControl_AnyThread", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_Constraint.h", "description": "Evaluate the new component-space transforms for the affected bones.", "module": "AnimGraphRuntime", "code": "virtual void EvaluateSkeletalControl_AnyThread ( [FComponentSpacePoseContext](API\\Runtime\\Engine\\Animation\\FComponentSpacePoseContext) & Output, [TArray](API\\Runtime\\Core\\Containers\\TArray)< [FBoneTransform](API\\Runtime\\Engine\\FBoneTransform) > & OutBoneTransforms )", "variables": []} {"className": "FAnimNode_Constraint::GatherDebugData", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_Constraint.h", "description": "Called to gather on-screen debug data. This is called on the game thread.", "module": "AnimGraphRuntime", "code": "virtual void GatherDebugData ( [FNodeDebugData](API\\Runtime\\Engine\\Animation\\FNodeDebugData) & DebugData )", "variables": []} {"className": "FAnimNode_CCDIK::ResizeRotationLimitPerJoints", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_CCDIK.h", "description": "Resize rotation limit array based on set up", "module": "AnimGraphRuntime", "code": "void ResizeRotationLimitPerJoints ( int32 NewSize )", "variables": []} {"className": "FAnimNode_Constraint::IsValidToEvaluate", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_Constraint.h", "description": "Return true if it is valid to Evaluate", "module": "AnimGraphRuntime", "code": "virtual bool IsValidToEvaluate ( const [USkeleton](API\\Runtime\\Engine\\Animation\\USkeleton) * Skeleton, const [FBoneContainer](API\\Runtime\\Engine\\FBoneContainer) & RequiredBones )", "variables": []} {"className": "FAnimNode_Constraint::FAnimNode_Constraint", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_Constraint.h", "description": "", "module": "AnimGraphRuntime", "code": "FAnimNode_Constraint()", "variables": []} {"className": "FAnimNode_Constraint", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_Constraint.h", "description": "Constraint node to parent or world transform for rotation/translation", "module": "AnimGraphRuntime", "code": "struct FAnimNode_Constraint : public [FAnimNode_SkeletalControlBase](API\\Runtime\\AnimGraphRuntime\\BoneControllers\\FAnimNode_SkeletalControlBase)", "variables": [{"type": "FBoneReference", "name": "BoneToModify", "description": "Name of bone to control. This is the main bone chain to modify from."}, {"type": "TArray", "name": "ConstraintWeights", "description": "Weight data - post edit syncs up to ConstraintSetups"}]} {"className": "FAnimNode_CopyBone::GatherDebugData", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_CopyBone.h", "description": "Called to gather on-screen debug data. This is called on the game thread.", "module": "AnimGraphRuntime", "code": "virtual void GatherDebugData ( [FNodeDebugData](API\\Runtime\\Engine\\Animation\\FNodeDebugData) & DebugData )", "variables": []} {"className": "FAnimNode_CopyBone::EvaluateSkeletalControl_AnyThread", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_CopyBone.h", "description": "Evaluate the new component-space transforms for the affected bones.", "module": "AnimGraphRuntime", "code": "virtual void EvaluateSkeletalControl_AnyThread ( [FComponentSpacePoseContext](API\\Runtime\\Engine\\Animation\\FComponentSpacePoseContext) & Output, [TArray](API\\Runtime\\Core\\Containers\\TArray)< [FBoneTransform](API\\Runtime\\Engine\\FBoneTransform) > & OutBoneTransforms )", "variables": []} {"className": "FAnimNode_CopyBone::IsValidToEvaluate", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_CopyBone.h", "description": "Return true if it is valid to Evaluate", "module": "AnimGraphRuntime", "code": "virtual bool IsValidToEvaluate ( const [USkeleton](API\\Runtime\\Engine\\Animation\\USkeleton) * Skeleton, const [FBoneContainer](API\\Runtime\\Engine\\FBoneContainer) & RequiredBones )", "variables": []} {"className": "FAnimNode_CopyBone::FAnimNode_CopyBone", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_CopyBone.h", "description": "", "module": "AnimGraphRuntime", "code": "FAnimNode_CopyBone()", "variables": []} {"className": "FAnimNode_CopyBone", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_CopyBone.h", "description": "Simple controller to copy a bone's transform to another one.", "module": "AnimGraphRuntime", "code": "struct FAnimNode_CopyBone : public [FAnimNode_SkeletalControlBase](API\\Runtime\\AnimGraphRuntime\\BoneControllers\\FAnimNode_SkeletalControlBase)", "variables": [{"type": "bool", "name": "bCopyRotation", "description": "If Rotation should be copied"}, {"type": "bool", "name": "bCopyScale", "description": "If Scale should be copied"}, {"type": "bool", "name": "bCopyTranslation", "description": "If Translation should be copied"}, {"type": "TEnumAsByte< EB...", "name": "ControlSpace", "description": "Space to convert transforms into prior to copying components"}, {"type": "FBoneReference", "name": "SourceBone", "description": "Source Bone Name to get transform from"}, {"type": "FBoneReference", "name": "TargetBone", "description": "Name of bone to control. This is the main bone chain to modify from."}]} {"className": "FAnimNode_CopyBoneDelta::EvaluateSkeletalControl_AnyThread", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_CopyBoneDelta.h", "description": "Evaluate the new component-space transforms for the affected bones.", "module": "AnimGraphRuntime", "code": "virtual void EvaluateSkeletalControl_AnyThread ( [FComponentSpacePoseContext](API\\Runtime\\Engine\\Animation\\FComponentSpacePoseContext) & Output, [TArray](API\\Runtime\\Core\\Containers\\TArray)< [FBoneTransform](API\\Runtime\\Engine\\FBoneTransform) > & OutBoneTransforms )", "variables": []} {"className": "FAnimNode_CopyBoneDelta::GatherDebugData", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_CopyBoneDelta.h", "description": "Called to gather on-screen debug data. This is called on the game thread.", "module": "AnimGraphRuntime", "code": "virtual void GatherDebugData ( [FNodeDebugData](API\\Runtime\\Engine\\Animation\\FNodeDebugData) & DebugData )", "variables": []} {"className": "FAnimNode_CopyBoneDelta::IsValidToEvaluate", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_CopyBoneDelta.h", "description": "Return true if it is valid to Evaluate", "module": "AnimGraphRuntime", "code": "virtual bool IsValidToEvaluate ( const [USkeleton](API\\Runtime\\Engine\\Animation\\USkeleton) * Skeleton, const [FBoneContainer](API\\Runtime\\Engine\\FBoneContainer) & RequiredBones )", "variables": []} {"className": "FAnimNode_CopyBoneDelta::FAnimNode_CopyBoneDelta", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_CopyBoneDelta.h", "description": "", "module": "AnimGraphRuntime", "code": "FAnimNode_CopyBoneDelta()", "variables": []} {"className": "FAnimNode_CopyBoneDelta", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_CopyBoneDelta.h", "description": "Simple controller to copy a transform relative to the ref pose to the target bone, instead of the copy bone node which copies the absolute transform", "module": "AnimGraphRuntime", "code": "struct FAnimNode_CopyBoneDelta : public [FAnimNode_SkeletalControlBase](API\\Runtime\\AnimGraphRuntime\\BoneControllers\\FAnimNode_SkeletalControlBase)", "variables": [{"type": "bool", "name": "bCopyRotation", "description": ""}, {"type": "bool", "name": "bCopyScale", "description": ""}, {"type": "bool", "name": "bCopyTranslation", "description": ""}, {"type": "CopyBoneDeltaMo...", "name": "CopyMode", "description": ""}, {"type": "float", "name": "RotationMultiplier", "description": ""}, {"type": "float", "name": "ScaleMultiplier", "description": ""}, {"type": "FBoneReference", "name": "SourceBone", "description": ""}, {"type": "FBoneReference", "name": "TargetBone", "description": ""}, {"type": "float", "name": "TranslationMultiplier", "description": ""}]} {"className": "FAnimNode_Fabrik::ConditionalDebugDraw", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_Fabrik.h", "description": "", "module": "AnimGraphRuntime", "code": "virtual void ConditionalDebugDraw ( [FPrimitiveDrawInterface](API\\Runtime\\Engine\\FPrimitiveDrawInterface) * PDI, [USkeletalMeshComponent](API\\Runtime\\Engine\\Components\\USkeletalMeshComponent) * PreviewSkelMeshComp ) const", "variables": []} {"className": "FAnimNode_Fabrik::EvaluateSkeletalControl_AnyThread", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_Fabrik.h", "description": "Evaluate the new component-space transforms for the affected bones.", "module": "AnimGraphRuntime", "code": "virtual void EvaluateSkeletalControl_AnyThread ( [FComponentSpacePoseContext](API\\Runtime\\Engine\\Animation\\FComponentSpacePoseContext) & Output, [TArray](API\\Runtime\\Core\\Containers\\TArray)< [FBoneTransform](API\\Runtime\\Engine\\FBoneTransform) > & OutBoneTransforms )", "variables": []} {"className": "FAnimNode_Fabrik::GatherDebugData", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_Fabrik.h", "description": "Called to gather on-screen debug data. This is called on the game thread.", "module": "AnimGraphRuntime", "code": "virtual void GatherDebugData ( [FNodeDebugData](API\\Runtime\\Engine\\Animation\\FNodeDebugData) & DebugData )", "variables": []} {"className": "FAnimNode_Fabrik::Initialize_AnyThread", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_Fabrik.h", "description": "Called when the node first runs. If the node is inside a state machine or cached pose branch then this can be called multiple times. This can be called on any thread.", "module": "AnimGraphRuntime", "code": "virtual void Initialize_AnyThread ( const [FAnimationInitializeContext](API\\Runtime\\Engine\\Animation\\FAnimationInitializeContext) & Context )", "variables": []} {"className": "FAnimNode_Fabrik::IsValidToEvaluate", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_Fabrik.h", "description": "Return true if it is valid to Evaluate", "module": "AnimGraphRuntime", "code": "virtual bool IsValidToEvaluate ( const [USkeleton](API\\Runtime\\Engine\\Animation\\USkeleton) * Skeleton, const [FBoneContainer](API\\Runtime\\Engine\\FBoneContainer) & RequiredBones )", "variables": []} {"className": "FAnimNode_Fabrik::FAnimNode_Fabrik", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_Fabrik.h", "description": "", "module": "AnimGraphRuntime", "code": "FAnimNode_Fabrik()", "variables": []} {"className": "FAnimNode_Fabrik", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_Fabrik.h", "description": "Controller which implements the FABRIK IK approximation algorithm - seehttp://www.academia.edu/9165835/FABRIK_A_fast_iterative_solver_for_the_Inverse_Kinematics_problemfor details", "module": "AnimGraphRuntime", "code": "struct FAnimNode_Fabrik : public [FAnimNode_SkeletalControlBase](API\\Runtime\\AnimGraphRuntime\\BoneControllers\\FAnimNode_SkeletalControlBase)", "variables": [{"type": "bool", "name": "bEnableDebugDraw", "description": "Toggle drawing of axes to debug joint rotation"}, {"type": "TEnumAsByte< en...", "name": "EffectorRotationSource", "description": ""}, {"type": "FBoneSocketTarg...", "name": "EffectorTarget", "description": "If EffectorTransformSpace is a bone, this is the bone to use."}, {"type": "FTransform", "name": "EffectorTransform", "description": "Coordinates for target location of tip bone - if EffectorLocationSpace is bone, this is the offset from Target Bone to use as target location"}, {"type": "TEnumAsByte< en...", "name": "EffectorTransformSpace", "description": "Reference frame of Effector Transform."}, {"type": "int32", "name": "MaxIterations", "description": "Maximum number of iterations allowed, to control performance."}, {"type": "float", "name": "Precision", "description": "Tolerance for final tip location delta from EffectorLocation"}, {"type": "FBoneReference", "name": "RootBone", "description": "Name of the root bone"}, {"type": "FBoneReference", "name": "TipBone", "description": "Name of tip bone"}]} {"className": "FAnimNode_HandIKRetargeting::EvaluateSkeletalControl_AnyThread", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_HandIKRetargeting.h", "description": "Evaluate the new component-space transforms for the affected bones.", "module": "AnimGraphRuntime", "code": "virtual void EvaluateSkeletalControl_AnyThread ( [FComponentSpacePoseContext](API\\Runtime\\Engine\\Animation\\FComponentSpacePoseContext) & Output, [TArray](API\\Runtime\\Core\\Containers\\TArray)< [FBoneTransform](API\\Runtime\\Engine\\FBoneTransform) > & OutBoneTransforms )", "variables": []} {"className": "FAnimNode_HandIKRetargeting::GatherDebugData", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_HandIKRetargeting.h", "description": "Called to gather on-screen debug data. This is called on the game thread.", "module": "AnimGraphRuntime", "code": "virtual void GatherDebugData ( [FNodeDebugData](API\\Runtime\\Engine\\Animation\\FNodeDebugData) & DebugData )", "variables": []} {"className": "FAnimNode_HandIKRetargeting::IsValidToEvaluate", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_HandIKRetargeting.h", "description": "Return true if it is valid to Evaluate", "module": "AnimGraphRuntime", "code": "virtual bool IsValidToEvaluate ( const [USkeleton](API\\Runtime\\Engine\\Animation\\USkeleton) * Skeleton, const [FBoneContainer](API\\Runtime\\Engine\\FBoneContainer) & RequiredBones )", "variables": []} {"className": "FAnimNode_HandIKRetargeting::FAnimNode_HandIKRetargeting", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_HandIKRetargeting.h", "description": "", "module": "AnimGraphRuntime", "code": "FAnimNode_HandIKRetargeting()", "variables": []} {"className": "FAnimNode_HandIKRetargeting", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_HandIKRetargeting.h", "description": "Node to handle re-targeting of Hand IK bone chain. It looks at position in Mesh Space of Left and Right IK bones, and moves Left and Right IK bones to those. based on HandFKWeight. (0 = favor left hand, 1 = favor right hand, 0.5 = equal weight). This is used so characters of different proportions can handle the same props.", "module": "AnimGraphRuntime", "code": "struct FAnimNode_HandIKRetargeting : public [FAnimNode_SkeletalControlBase](API\\Runtime\\AnimGraphRuntime\\BoneControllers\\FAnimNode_SkeletalControlBase)", "variables": [{"type": "float", "name": "HandFKWeight", "description": "Which hand to favor. 0.5 is equal weight for both, 1 = right hand, 0 = left hand."}, {"type": "TArray & OutBoneTransforms )", "variables": []} {"className": "FAnimNode_LegIK::GatherDebugData", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_LegIK.h", "description": "Called to gather on-screen debug data. This is called on the game thread.", "module": "AnimGraphRuntime", "code": "virtual void GatherDebugData ( [FNodeDebugData](API\\Runtime\\Engine\\Animation\\FNodeDebugData) & DebugData )", "variables": []} {"className": "FAnimNode_LegIK::Initialize_AnyThread", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_LegIK.h", "description": "Called when the node first runs. If the node is inside a state machine or cached pose branch then this can be called multiple times. This can be called on any thread.", "module": "AnimGraphRuntime", "code": "virtual void Initialize_AnyThread ( const [FAnimationInitializeContext](API\\Runtime\\Engine\\Animation\\FAnimationInitializeContext) & Context )", "variables": []} {"className": "FAnimNode_LegIK::IsValidToEvaluate", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_LegIK.h", "description": "Return true if it is valid to Evaluate", "module": "AnimGraphRuntime", "code": "virtual bool IsValidToEvaluate ( const [USkeleton](API\\Runtime\\Engine\\Animation\\USkeleton) * Skeleton, const [FBoneContainer](API\\Runtime\\Engine\\FBoneContainer) & RequiredBones )", "variables": []} {"className": "FAnimNode_LegIK::OrientLegTowardsIK", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_LegIK.h", "description": "", "module": "AnimGraphRuntime", "code": "bool OrientLegTowardsIK ( [FAnimLegIKData](API\\Runtime\\AnimGraphRuntime\\BoneControllers\\FAnimLegIKData) & InLegData )", "variables": []} {"className": "FAnimNode_LegIK::FAnimNode_LegIK", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_LegIK.h", "description": "", "module": "AnimGraphRuntime", "code": "FAnimNode_LegIK()", "variables": []} {"className": "FAnimNode_LegIK", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_LegIK.h", "description": "", "module": "AnimGraphRuntime", "code": "struct FAnimNode_LegIK : public [FAnimNode_SkeletalControlBase](API\\Runtime\\AnimGraphRuntime\\BoneControllers\\FAnimNode_SkeletalControlBase)", "variables": [{"type": "TArray & OutBoneTransforms )", "variables": []} {"className": "FAnimNode_LookAt::GatherDebugData", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_LookAt.h", "description": "Called to gather on-screen debug data. This is called on the game thread.", "module": "AnimGraphRuntime", "code": "virtual void GatherDebugData ( [FNodeDebugData](API\\Runtime\\Engine\\Animation\\FNodeDebugData) & DebugData )", "variables": []} {"className": "FAnimNode_LookAt::GetCachedTargetLocation", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_LookAt.h", "description": "", "module": "AnimGraphRuntime", "code": "FVector GetCachedTargetLocation() const", "variables": []} {"className": "FAnimNode_LookAt::Initialize_AnyThread", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_LookAt.h", "description": "Called when the node first runs. If the node is inside a state machine or cached pose branch then this can be called multiple times. This can be called on any thread.", "module": "AnimGraphRuntime", "code": "virtual void Initialize_AnyThread ( const [FAnimationInitializeContext](API\\Runtime\\Engine\\Animation\\FAnimationInitializeContext) & Context )", "variables": []} {"className": "FAnimNode_LookAt::IsValidToEvaluate", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_LookAt.h", "description": "Return true if it is valid to Evaluate", "module": "AnimGraphRuntime", "code": "virtual bool IsValidToEvaluate ( const [USkeleton](API\\Runtime\\Engine\\Animation\\USkeleton) * Skeleton, const [FBoneContainer](API\\Runtime\\Engine\\FBoneContainer) & RequiredBones )", "variables": []} {"className": "FAnimNode_LookAt::ModifyPoseFromDeltaRotation", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_LookAt.h", "description": "", "module": "AnimGraphRuntime", "code": "virtual void ModifyPoseFromDeltaRotation ( [FComponentSpacePoseContext](API\\Runtime\\Engine\\Animation\\FComponentSpacePoseContext) & Output, [TArray](API\\Runtime\\Core\\Containers\\TArray)< [FBoneTransform](API\\Runtime\\Engine\\FBoneTransform) > & OutBoneTransforms, FTransform & InOutBoneToModifyTransform, const FQuat & DeltaRotation )", "variables": []} {"className": "FAnimNode_LookAt::UpdateInternal", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_LookAt.h", "description": "Interface for derived skeletal controls to implement use this function to update for skeletal control base", "module": "AnimGraphRuntime", "code": "virtual void UpdateInternal ( const [FAnimationUpdateContext](API\\Runtime\\Engine\\Animation\\FAnimationUpdateContext) & Context )", "variables": []} {"className": "FAnimNode_LookAt::FAnimNode_LookAt", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_LookAt.h", "description": "In the future, it would be nice to have more options, -i.e. lag, interpolation speed", "module": "AnimGraphRuntime", "code": "FAnimNode_LookAt()", "variables": []} {"className": "FAnimNode_LookAt", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_LookAt.h", "description": "Simple controller that make a bone to look at the point or another bone", "module": "AnimGraphRuntime", "code": "struct FAnimNode_LookAt : public [FAnimNode_SkeletalControlBase](API\\Runtime\\AnimGraphRuntime\\BoneControllers\\FAnimNode_SkeletalControlBase)", "variables": [{"type": "FBoneReference", "name": "BoneToModify", "description": "Name of bone to control. This is the main bone chain to modify from."}, {"type": "bool", "name": "bUseLookUpAxis", "description": "Whether or not to use Look up axis"}, {"type": "float", "name": "InterpolationTime", "description": ""}, {"type": "float", "name": "InterpolationTriggerThreashold", "description": ""}, {"type": "TEnumAsByte & OutBoneTransforms )", "variables": []} {"className": "FAnimNode_ModifyBone::IsValidToEvaluate", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_ModifyBone.h", "description": "Return true if it is valid to Evaluate", "module": "AnimGraphRuntime", "code": "virtual bool IsValidToEvaluate ( const [USkeleton](API\\Runtime\\Engine\\Animation\\USkeleton) * Skeleton, const [FBoneContainer](API\\Runtime\\Engine\\FBoneContainer) & RequiredBones )", "variables": []} {"className": "FAnimNode_ModifyBone::GatherDebugData", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_ModifyBone.h", "description": "Called to gather on-screen debug data. This is called on the game thread.", "module": "AnimGraphRuntime", "code": "virtual void GatherDebugData ( [FNodeDebugData](API\\Runtime\\Engine\\Animation\\FNodeDebugData) & DebugData )", "variables": []} {"className": "FAnimNode_ModifyBone::FAnimNode_ModifyBone", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_ModifyBone.h", "description": "", "module": "AnimGraphRuntime", "code": "FAnimNode_ModifyBone()", "variables": []} {"className": "FAnimNode_ModifyBone", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_ModifyBone.h", "description": "Simple controller that replaces or adds to the translation/rotation of a single bone.", "module": "AnimGraphRuntime", "code": "struct FAnimNode_ModifyBone : public [FAnimNode_SkeletalControlBase](API\\Runtime\\AnimGraphRuntime\\BoneControllers\\FAnimNode_SkeletalControlBase)", "variables": [{"type": "FBoneReference", "name": "BoneToModify", "description": "Name of bone to control. This is the main bone chain to modify from."}, {"type": "FRotator", "name": "Rotation", "description": "New rotation of bone to apply."}, {"type": "TEnumAsByte< EB...", "name": "RotationMode", "description": "Whether and how to modify the translation of this bone."}, {"type": "TEnumAsByte< en...", "name": "RotationSpace", "description": "Reference frame to apply Rotation in."}, {"type": "FVector", "name": "Scale", "description": "New Scale of bone to apply. This is only worldspace."}, {"type": "TEnumAsByte< EB...", "name": "ScaleMode", "description": "Whether and how to modify the translation of this bone."}, {"type": "TEnumAsByte< en...", "name": "ScaleSpace", "description": "Reference frame to apply Scale in."}, {"type": "FVector", "name": "Translation", "description": "New translation of bone to apply."}, {"type": "TEnumAsByte< EB...", "name": "TranslationMode", "description": "Whether and how to modify the translation of this bone."}, {"type": "TEnumAsByte< en...", "name": "TranslationSpace", "description": "Reference frame to apply Translation in."}]} {"className": "FAnimNode_ObserveBone::EvaluateSkeletalControl_AnyThread", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_ObserveBone.h", "description": "Evaluate the new component-space transforms for the affected bones.", "module": "AnimGraphRuntime", "code": "virtual void EvaluateSkeletalControl_AnyThread ( [FComponentSpacePoseContext](API\\Runtime\\Engine\\Animation\\FComponentSpacePoseContext) & Output, [TArray](API\\Runtime\\Core\\Containers\\TArray)< [FBoneTransform](API\\Runtime\\Engine\\FBoneTransform) > & OutBoneTransforms )", "variables": []} {"className": "FAnimNode_ObserveBone::GatherDebugData", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_ObserveBone.h", "description": "Called to gather on-screen debug data. This is called on the game thread.", "module": "AnimGraphRuntime", "code": "virtual void GatherDebugData ( [FNodeDebugData](API\\Runtime\\Engine\\Animation\\FNodeDebugData) & DebugData )", "variables": []} {"className": "FAnimNode_ObserveBone::IsValidToEvaluate", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_ObserveBone.h", "description": "Return true if it is valid to Evaluate", "module": "AnimGraphRuntime", "code": "virtual bool IsValidToEvaluate ( const [USkeleton](API\\Runtime\\Engine\\Animation\\USkeleton) * Skeleton, const [FBoneContainer](API\\Runtime\\Engine\\FBoneContainer) & RequiredBones )", "variables": []} {"className": "FAnimNode_ObserveBone::FAnimNode_ObserveBone", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_ObserveBone.h", "description": "", "module": "AnimGraphRuntime", "code": "FAnimNode_ObserveBone()", "variables": []} {"className": "FAnimNode_ObserveBone", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_ObserveBone.h", "description": "Debugging node that displays the current value of a bone in a specific space.", "module": "AnimGraphRuntime", "code": "struct FAnimNode_ObserveBone : public [FAnimNode_SkeletalControlBase](API\\Runtime\\AnimGraphRuntime\\BoneControllers\\FAnimNode_SkeletalControlBase)", "variables": [{"type": "FBoneReference", "name": "BoneToObserve", "description": "Name of bone to observe."}, {"type": "bool", "name": "bRelativeToRefPose", "description": "Show the difference from the reference pose?"}, {"type": "TEnumAsByte< EB...", "name": "DisplaySpace", "description": "Reference frame to display the bone transform in."}, {"type": "FRotator", "name": "Rotation", "description": "Rotation of the bone being observed."}, {"type": "FVector", "name": "Scale", "description": "Scale of the bone being observed."}, {"type": "FVector", "name": "Translation", "description": "Translation of the bone being observed."}]} {"className": "FAnimNode_ResetRoot::EvaluateSkeletalControl_AnyThread", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_ResetRoot.h", "description": "Evaluate the new component-space transforms for the affected bones.", "module": "AnimGraphRuntime", "code": "virtual void EvaluateSkeletalControl_AnyThread ( [FComponentSpacePoseContext](API\\Runtime\\Engine\\Animation\\FComponentSpacePoseContext) & Output, [TArray](API\\Runtime\\Core\\Containers\\TArray)< [FBoneTransform](API\\Runtime\\Engine\\FBoneTransform) > & OutBoneTransforms )", "variables": []} {"className": "FAnimNode_ResetRoot::GatherDebugData", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_ResetRoot.h", "description": "Called to gather on-screen debug data. This is called on the game thread.", "module": "AnimGraphRuntime", "code": "virtual void GatherDebugData ( [FNodeDebugData](API\\Runtime\\Engine\\Animation\\FNodeDebugData) & DebugData )", "variables": []} {"className": "FAnimNode_ResetRoot::IsValidToEvaluate", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_ResetRoot.h", "description": "Return true if it is valid to Evaluate", "module": "AnimGraphRuntime", "code": "virtual bool IsValidToEvaluate ( const [USkeleton](API\\Runtime\\Engine\\Animation\\USkeleton) * Skeleton, const [FBoneContainer](API\\Runtime\\Engine\\FBoneContainer) & RequiredBones )", "variables": []} {"className": "FAnimNode_ResetRoot::NeedsOnInitializeAnimInstance", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_ResetRoot.h", "description": "For nodes that need some kind of initialization that is not dependent on node relevancy (i.e. it is insufficient or inefficient to use Initialize_AnyThread), return true here. Note that this is called at load on theUAnimInstanceCDO to avoid needing to call this at runtime.", "module": "AnimGraphRuntime", "code": "virtual bool NeedsOnInitializeAnimInstance() const", "variables": []} {"className": "FAnimNode_ResetRoot::OnInitializeAnimInstance", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_ResetRoot.h", "description": "Called once, from game thread as the parent anim instance is created", "module": "AnimGraphRuntime", "code": "virtual void OnInitializeAnimInstance ( const [FAnimInstanceProxy](API\\Runtime\\Engine\\Animation\\FAnimInstanceProxy) * InProxy, const [UAnimInstance](API\\Runtime\\Engine\\Animation\\UAnimInstance) * InAnimInstance )", "variables": []} {"className": "FAnimNode_ResetRoot::FAnimNode_ResetRoot", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_ResetRoot.h", "description": "", "module": "AnimGraphRuntime", "code": "FAnimNode_ResetRoot()", "variables": []} {"className": "FAnimNode_ResetRoot", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_ResetRoot.h", "description": "", "module": "AnimGraphRuntime", "code": "struct FAnimNode_ResetRoot : public [FAnimNode_SkeletalControlBase](API\\Runtime\\AnimGraphRuntime\\BoneControllers\\FAnimNode_SkeletalControlBase)", "variables": [{"type": "TArray & OutBoneTransforms )", "variables": []} {"className": "FAnimNode_RigidBody::GatherDebugData", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_RigidBody.h", "description": "Called to gather on-screen debug data. This is called on the game thread.", "module": "AnimGraphRuntime", "code": "virtual void GatherDebugData ( [FNodeDebugData](API\\Runtime\\Engine\\Animation\\FNodeDebugData) & DebugData )", "variables": []} {"className": "FAnimNode_RigidBody::GetLODThreshold", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_RigidBody.h", "description": "Get the LOD threshold at which this node is enabled. Node is enabled if the current LOD >= threshold.", "module": "AnimGraphRuntime", "code": "virtual int32 GetLODThreshold() const", "variables": []} {"className": "FAnimNode_RigidBody::GetPhysicsAsset", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_RigidBody.h", "description": "", "module": "AnimGraphRuntime", "code": "[UPhysicsAsset](API\\Runtime\\Engine\\PhysicsEngine\\UPhysicsAsset) * GetPhysicsAsset() const", "variables": []} {"className": "FAnimNode_RigidBody::GetSimulation", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_RigidBody.h", "description": "TEMP: Exposed for use in PhAt as a quick way to get drag handles working with Chaos.", "module": "AnimGraphRuntime", "code": "virtual [ImmediatePhysics::FSimulation](API\\Runtime\\Engine\\Physics\\ImmediatePhysics\\FSimulation) * GetSimulation()", "variables": []} {"className": "FAnimNode_RigidBody::HasPreUpdate", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_RigidBody.h", "description": "Override this to indicate thatPreUpdate()should be called on the game thread (usually to gather non-thread safe data) before Update() is called. Note that this is called at load on theUAnimInstanceCDO to avoid needing to call this at runtime. This is called on the game thread.", "module": "AnimGraphRuntime", "code": "virtual bool HasPreUpdate() const", "variables": []} {"className": "FAnimNode_RigidBody::IsValidToEvaluate", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_RigidBody.h", "description": "Return true if it is valid to Evaluate", "module": "AnimGraphRuntime", "code": "virtual bool IsValidToEvaluate ( const [USkeleton](API\\Runtime\\Engine\\Animation\\USkeleton) * Skeleton, const [FBoneContainer](API\\Runtime\\Engine\\FBoneContainer) & RequiredBones )", "variables": []} {"className": "FAnimNode_RigidBody::Initialize_AnyThread", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_RigidBody.h", "description": "Called when the node first runs. If the node is inside a state machine or cached pose branch then this can be called multiple times. This can be called on any thread.", "module": "AnimGraphRuntime", "code": "virtual void Initialize_AnyThread ( const [FAnimationInitializeContext](API\\Runtime\\Engine\\Animation\\FAnimationInitializeContext) & Context )", "variables": []} {"className": "FAnimNode_RigidBody::NeedsDynamicReset", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_RigidBody.h", "description": "For nodes that implement some kind of simulation, return true here soResetDynamics()gets called when things like teleports, time skips etc. occur that might require special handling. Note that this is called at load on theUAnimInstanceCDO to avoid needing to call this at runtime. This is called on the game thread.", "module": "AnimGraphRuntime", "code": "virtual bool NeedsDynamicReset() const", "variables": []} {"className": "FAnimNode_RigidBody::NeedsOnInitializeAnimInstance", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_RigidBody.h", "description": "For nodes that need some kind of initialization that is not dependent on node relevancy (i.e. it is insufficient or inefficient to use Initialize_AnyThread), return true here. Note that this is called at load on theUAnimInstanceCDO to avoid needing to call this at runtime.", "module": "AnimGraphRuntime", "code": "virtual bool NeedsOnInitializeAnimInstance() const", "variables": []} {"className": "FAnimNode_RigidBody::OnInitializeAnimInstance", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_RigidBody.h", "description": "Called once, from game thread as the parent anim instance is created", "module": "AnimGraphRuntime", "code": "virtual void OnInitializeAnimInstance ( const [FAnimInstanceProxy](API\\Runtime\\Engine\\Animation\\FAnimInstanceProxy) * InProxy, const [UAnimInstance](API\\Runtime\\Engine\\Animation\\UAnimInstance) * InAnimInstance )", "variables": []} {"className": "FAnimNode_RigidBody::PostSerialize", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_RigidBody.h", "description": "", "module": "AnimGraphRuntime", "code": "void PostSerialize ( const [FArchive](API\\Runtime\\Core\\Serialization\\FArchive) & Ar )", "variables": []} {"className": "FAnimNode_RigidBody::PreUpdate", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_RigidBody.h", "description": "Override this to perform game-thread work prior to non-game thread Update() being called", "module": "AnimGraphRuntime", "code": "virtual void PreUpdate ( const [UAnimInstance](API\\Runtime\\Engine\\Animation\\UAnimInstance) * InAnimInstance )", "variables": []} {"className": "FAnimNode_RigidBody::ResetDynamics", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_RigidBody.h", "description": "Called to help dynamics-based updates to recover correctly from large movements/teleports", "module": "AnimGraphRuntime", "code": "virtual void ResetDynamics ( ETeleportType InTeleportType )", "variables": []} {"className": "FAnimNode_RigidBody::UpdateComponentPose_AnyThread", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_RigidBody.h", "description": "Update incoming component pose.", "module": "AnimGraphRuntime", "code": "virtual void UpdateComponentPose_AnyThread ( const [FAnimationUpdateContext](API\\Runtime\\Engine\\Animation\\FAnimationUpdateContext) & Context )", "variables": []} {"className": "FAnimNode_RigidBody::UpdateInternal", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_RigidBody.h", "description": "Interface for derived skeletal controls to implement use this function to update for skeletal control base", "module": "AnimGraphRuntime", "code": "virtual void UpdateInternal ( const [FAnimationUpdateContext](API\\Runtime\\Engine\\Animation\\FAnimationUpdateContext) & Context )", "variables": []} {"className": "FAnimNode_RigidBody::FAnimNode_RigidBody", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_RigidBody.h", "description": "", "module": "AnimGraphRuntime", "code": "FAnimNode_RigidBody()", "variables": []} {"className": "FAnimNode_RigidBody::~FAnimNode_RigidBody", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_RigidBody.h", "description": "", "module": "AnimGraphRuntime", "code": "~FAnimNode_RigidBody()", "variables": []} {"className": "FAnimNode_RigidBody", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_RigidBody.h", "description": "Controller that simulates physics based on the physics asset of the skeletal mesh component", "module": "AnimGraphRuntime", "code": "struct FAnimNode_RigidBody : public [FAnimNode_SkeletalControlBase](API\\Runtime\\AnimGraphRuntime\\BoneControllers\\FAnimNode_SkeletalControlBase)", "variables": [{"type": "FBoneReference", "name": "BaseBoneRef", "description": "Matters if SimulationSpace is BaseBone"}, {"type": "uint8: 1", "name": "bClampLinearTranslationLimitToRefPose", "description": "Correct for linear tearing on bodies with all axes Locked."}, {"type": "uint8: 1", "name": "bEnableWorldGeometry", "description": ""}, {"type": "bool", "name": "bForceDisableCollisionBetweenConstraintBodies", "description": "Whether to allow collisions between two bodies joined by a constraint"}, {"type": "uint8: 1", "name": "bFreezeIncomingPoseOnStart", "description": "When simulation starts, freeze incoming pose."}, {"type": "uint8: 1", "name": "bOverrideWorldGravity", "description": ""}, {"type": "uint8: 1", "name": "bTransferBoneVelocities", "description": "When simulation starts, transfer previous bone velocities (from animation) to make transition into simulation seamless."}, {"type": "bool", "name": "bUseExternalClothCollision", "description": "If true, kinematic objects will be added to the simulation at runtime to represent any cloth colliders defined for the parent object."}, {"type": "float", "name": "CachedBoundsScale", "description": "Scale of cached bounds (vs. actual bounds)."}, {"type": "FVector", "name": "ComponentAppliedLinearAccClamp", "description": "When using non-world-space sim, this is an overall clamp on acceleration derived from ComponentLinearAccScale and ComponentLinearVelScale, to ensure it is not too large."}, {"type": "FVector", "name": "ComponentLinearAccScale", "description": "When using non-world-space sim, this controls how much of the components world-space acceleration is passed on to the local-space simulation."}, {"type": "FVector", "name": "ComponentLinearVelScale", "description": "When using non-world-space sim, this applies a 'drag' to the bodies in the local space simulation, based on the components world-space velocity."}, {"type": "float", "name": "EvaluationResetTime", "description": "If the node is not evaluated for this amount of time (seconds), either because a lower LOD was in use for a while or the component was not visible, reset the simulation to the default pose on the next evaluation."}, {"type": "FVector", "name": "ExternalForce", "description": "Applies a uniform external force in world space."}, {"type": "TEnumAsByte< EC...", "name": "OverlapChannel", "description": "The channel we use to find static geometry to collide with"}, {"type": "TObjectPtr & OutBoneTransforms )", "variables": []} {"className": "FAnimNode_RotationMultiplier::GatherDebugData", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_RotationMultiplier.h", "description": "Called to gather on-screen debug data. This is called on the game thread.", "module": "AnimGraphRuntime", "code": "virtual void GatherDebugData ( [FNodeDebugData](API\\Runtime\\Engine\\Animation\\FNodeDebugData) & DebugData )", "variables": []} {"className": "FAnimNode_RotationMultiplier::IsValidToEvaluate", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_RotationMultiplier.h", "description": "Return true if it is valid to Evaluate", "module": "AnimGraphRuntime", "code": "virtual bool IsValidToEvaluate ( const [USkeleton](API\\Runtime\\Engine\\Animation\\USkeleton) * Skeleton, const [FBoneContainer](API\\Runtime\\Engine\\FBoneContainer) & RequiredBones )", "variables": []} {"className": "FAnimNode_RotationMultiplier::FAnimNode_RotationMultiplier", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_RotationMultiplier.h", "description": "", "module": "AnimGraphRuntime", "code": "FAnimNode_RotationMultiplier()", "variables": []} {"className": "FAnimNode_RotationMultiplier", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_RotationMultiplier.h", "description": "Simple controller that multiplies scalar value to the translation/rotation/scale of a single bone.", "module": "AnimGraphRuntime", "code": "struct FAnimNode_RotationMultiplier : public [FAnimNode_SkeletalControlBase](API\\Runtime\\AnimGraphRuntime\\BoneControllers\\FAnimNode_SkeletalControlBase)", "variables": [{"type": "bool", "name": "bIsAdditive", "description": ""}, {"type": "float", "name": "Multiplier", "description": "To make these to be easily pin-hookable, I'm not making it struct, but each variable 0.f is invalid, and default"}, {"type": "TEnumAsByte< EB...", "name": "RotationAxisToRefer", "description": ""}, {"type": "FBoneReference", "name": "SourceBone", "description": "Source to get transform from"}, {"type": "FBoneReference", "name": "TargetBone", "description": "Name of bone to control. This is the main bone chain to modify from."}]} {"className": "FAnimNode_ScaleChainLength::CacheBones_AnyThread", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_ScaleChainLength.h", "description": "Called to cache any bones that this node needs to track (e.g. in aFBoneReference). This is usually called at startup when LOD switches occur. This can be called on any thread.", "module": "AnimGraphRuntime", "code": "virtual void CacheBones_AnyThread ( const [FAnimationCacheBonesContext](API\\Runtime\\Engine\\Animation\\FAnimationCacheBonesContext) & Context )", "variables": []} {"className": "FAnimNode_ScaleChainLength::Evaluate_AnyThread", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_ScaleChainLength.h", "description": "Called to evaluate local-space bones transforms according to the weights set up in Update(). You should implement either Evaluate or EvaluateComponentSpace, but not both of these. This can be called on any thread.", "module": "AnimGraphRuntime", "code": "virtual void Evaluate_AnyThread ( [FPoseContext](API\\Runtime\\Engine\\Animation\\FPoseContext) & Output )", "variables": []} {"className": "FAnimNode_ScaleChainLength::Initialize_AnyThread", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_ScaleChainLength.h", "description": "Called when the node first runs. If the node is inside a state machine or cached pose branch then this can be called multiple times. This can be called on any thread.", "module": "AnimGraphRuntime", "code": "virtual void Initialize_AnyThread ( const [FAnimationInitializeContext](API\\Runtime\\Engine\\Animation\\FAnimationInitializeContext) & Context )", "variables": []} {"className": "FAnimNode_ScaleChainLength::GetInitialChainLength", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_ScaleChainLength.h", "description": "", "module": "AnimGraphRuntime", "code": "double GetInitialChainLength ( [FCompactPose](API\\Runtime\\Engine\\FCompactPose) & InLSPose, [FCSPose](API\\Runtime\\Engine\\FCSPose)< [FCompactPose](API\\Runtime\\Engine\\FCompactPose) > & InCSPose ) const", "variables": []} {"className": "FAnimNode_ScaleChainLength::Update_AnyThread", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_ScaleChainLength.h", "description": "Called to update the state of the graph relative to this node. Generally this should configure any weights (etc.) that could affect the poses that will need to be evaluated. This function is what usually executes EvaluateGraphExposedInputs. This can be called on any thread.", "module": "AnimGraphRuntime", "code": "virtual void Update_AnyThread ( const [FAnimationUpdateContext](API\\Runtime\\Engine\\Animation\\FAnimationUpdateContext) & Context )", "variables": []} {"className": "FAnimNode_ScaleChainLength::FAnimNode_ScaleChainLength", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_ScaleChainLength.h", "description": "", "module": "AnimGraphRuntime", "code": "FAnimNode_ScaleChainLength()", "variables": []} {"className": "FAnimNode_ScaleChainLength", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_ScaleChainLength.h", "description": "Scale the length of a chain of bones.", "module": "AnimGraphRuntime", "code": "struct FAnimNode_ScaleChainLength : public [FAnimNode_Base](API\\Runtime\\Engine\\Animation\\FAnimNode_Base)", "variables": [{"type": "float", "name": "ActualAlpha", "description": ""}, {"type": "float", "name": "Alpha", "description": ""}, {"type": "FInputScaleBias", "name": "AlphaScaleBias", "description": ""}, {"type": "bool", "name": "bBoneIndicesCached", "description": ""}, {"type": "TArray & OutBoneTransforms )", "variables": []} {"className": "FAnimNode_SkeletalControlBase::EvaluateComponentSpaceInternal", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_SkeletalControlBase.h", "description": "Use this function to evaluate for skeletal control base", "module": "AnimGraphRuntime", "code": "virtual void EvaluateComponentSpaceInternal ( [FComponentSpacePoseContext](API\\Runtime\\Engine\\Animation\\FComponentSpacePoseContext) & Context )", "variables": []} {"className": "FAnimNode_SkeletalControlBase::GetAlpha", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_SkeletalControlBase.h", "description": "Get the alpha of this node.", "module": "AnimGraphRuntime", "code": "float GetAlpha() const", "variables": []} {"className": "FAnimNode_SkeletalControlBase::GetLODThreshold", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_SkeletalControlBase.h", "description": "Get the LOD threshold at which this node is enabled. Node is enabled if the current LOD >= threshold.", "module": "AnimGraphRuntime", "code": "virtual int32 GetLODThreshold() const", "variables": []} {"className": "FAnimNode_SkeletalControlBase::GetValidationVisualWarningMessage", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_SkeletalControlBase.h", "description": "", "module": "AnimGraphRuntime", "code": "[FText](API\\Runtime\\Core\\Internationalization\\FText) GetValidationVisualWarningMessage() const", "variables": []} {"className": "FAnimNode_SkeletalControlBase::HasValidationVisualWarnings", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_SkeletalControlBase.h", "description": "", "module": "AnimGraphRuntime", "code": "bool HasValidationVisualWarnings() const", "variables": []} {"className": "FAnimNode_SkeletalControlBase::InitializeAndValidateBoneRef", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_SkeletalControlBase.h", "description": "", "module": "AnimGraphRuntime", "code": "void InitializeAndValidateBoneRef ( [FBoneReference](API\\Runtime\\Engine\\Animation\\FBoneReference) & BoneRef, const [FBoneContainer](API\\Runtime\\Engine\\FBoneContainer) & RequiredBones )", "variables": []} {"className": "FAnimNode_SkeletalControlBase::InitializeBoneReferences", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_SkeletalControlBase.h", "description": "Initialize any bone references you have", "module": "AnimGraphRuntime", "code": "virtual void InitializeBoneReferences ( const [FBoneContainer](API\\Runtime\\Engine\\FBoneContainer) & RequiredBones )", "variables": []} {"className": "FAnimNode_SkeletalControlBase::Initialize_AnyThread", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_SkeletalControlBase.h", "description": "Called when the node first runs. If the node is inside a state machine or cached pose branch then this can be called multiple times. This can be called on any thread.", "module": "AnimGraphRuntime", "code": "virtual void Initialize_AnyThread ( const [FAnimationInitializeContext](API\\Runtime\\Engine\\Animation\\FAnimationInitializeContext) & Context )", "variables": []} {"className": "FAnimNode_SkeletalControlBase::IsValidToEvaluate", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_SkeletalControlBase.h", "description": "Return true if it is valid to Evaluate", "module": "AnimGraphRuntime", "code": "virtual bool IsValidToEvaluate ( const [USkeleton](API\\Runtime\\Engine\\Animation\\USkeleton) * Skeleton, const [FBoneContainer](API\\Runtime\\Engine\\FBoneContainer) & RequiredBones )", "variables": []} {"className": "FAnimNode_SkeletalControlBase::SetAlpha", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_SkeletalControlBase.h", "description": "Set the alpha of this node.", "module": "AnimGraphRuntime", "code": "void SetAlpha ( float InAlpha )", "variables": []} {"className": "FAnimNode_SkeletalControlBase::UpdateComponentPose_AnyThread", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_SkeletalControlBase.h", "description": "Update incoming component pose.", "module": "AnimGraphRuntime", "code": "virtual void UpdateComponentPose_AnyThread ( const [FAnimationUpdateContext](API\\Runtime\\Engine\\Animation\\FAnimationUpdateContext) & Context )", "variables": []} {"className": "FAnimNode_SkeletalControlBase::UpdateInternal", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_SkeletalControlBase.h", "description": "Interface for derived skeletal controls to implement use this function to update for skeletal control base", "module": "AnimGraphRuntime", "code": "virtual void UpdateInternal ( const [FAnimationUpdateContext](API\\Runtime\\Engine\\Animation\\FAnimationUpdateContext) & Context )", "variables": []} {"className": "FAnimNode_SkeletalControlBase::Update_AnyThread", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_SkeletalControlBase.h", "description": "Called to update the state of the graph relative to this node. Generally this should configure any weights (etc.) that could affect the poses that will need to be evaluated. This function is what usually executes EvaluateGraphExposedInputs. This can be called on any thread.", "module": "AnimGraphRuntime", "code": "virtual void Update_AnyThread ( const [FAnimationUpdateContext](API\\Runtime\\Engine\\Animation\\FAnimationUpdateContext) & Context )", "variables": []} {"className": "FAnimNode_SkeletalControlBase::FAnimNode_SkeletalControlBase", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_SkeletalControlBase.h", "description": "", "module": "AnimGraphRuntime", "code": "FAnimNode_SkeletalControlBase()", "variables": []} {"className": "FAnimNode_SkeletalControlBase", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_SkeletalControlBase.h", "description": "", "module": "AnimGraphRuntime", "code": "struct FAnimNode_SkeletalControlBase : public [FAnimNode_Base](API\\Runtime\\Engine\\Animation\\FAnimNode_Base)", "variables": [{"type": "float", "name": "ActualAlpha", "description": ""}, {"type": "float", "name": "Alpha", "description": "Current strength of the skeletal control."}, {"type": "FInputAlphaBool...", "name": "AlphaBoolBlend", "description": ""}, {"type": "FName", "name": "AlphaCurveName", "description": ""}, {"type": "EAnimAlphaInput...", "name": "AlphaInputType", "description": ""}, {"type": "FInputScaleBias", "name": "AlphaScaleBias", "description": ""}, {"type": "FInputScaleBias...", "name": "AlphaScaleBiasClamp", "description": ""}, {"type": "bool", "name": "bAlphaBoolEnabled", "description": ""}, {"type": "FComponentSpace...", "name": "ComponentPose", "description": "Input link."}, {"type": "FCSPose & OutBoneTransforms )", "variables": []} {"className": "FAnimNode_SplineIK::FindParamAtFirstSphereIntersection", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_SplineIK.h", "description": "Use our linear approximation to determine the earliest intersection with a sphere", "module": "AnimGraphRuntime", "code": "float FindParamAtFirstSphereIntersection ( const FVector & InOrigin, float InRadius, int32 & StartingLinearIndex )", "variables": []} {"className": "FAnimNode_SplineIK::GetControlPoint", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_SplineIK.h", "description": "Get specified handle transform (in component space) for the spline", "module": "AnimGraphRuntime", "code": "FTransform GetControlPoint ( int32 TransformIndex ) const", "variables": []} {"className": "FAnimNode_SplineIK::GatherDebugData", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_SplineIK.h", "description": "Called to gather on-screen debug data. This is called on the game thread.", "module": "AnimGraphRuntime", "code": "virtual void GatherDebugData ( [FNodeDebugData](API\\Runtime\\Engine\\Animation\\FNodeDebugData) & DebugData )", "variables": []} {"className": "FAnimNode_SplineIK::GatherBoneReferences", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_SplineIK.h", "description": "Build bone references & reallocate transforms from the supplied ref skeleton", "module": "AnimGraphRuntime", "code": "void GatherBoneReferences ( const [FReferenceSkeleton](API\\Runtime\\Engine\\FReferenceSkeleton) & RefSkeleton )", "variables": []} {"className": "FAnimNode_SplineIK::GetNumControlPoints", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_SplineIK.h", "description": "Get the number of spline transforms we are using", "module": "AnimGraphRuntime", "code": "int32 GetNumControlPoints() const", "variables": []} {"className": "FAnimNode_SplineIK::GetSplineCurves", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_SplineIK.h", "description": "Read-only access to spline curves", "module": "AnimGraphRuntime", "code": "const [FSplineCurves](API\\Runtime\\Engine\\Components\\FSplineCurves) & GetSplineCurves() const", "variables": []} {"className": "FAnimNode_SplineIK::GetTransformedSplineCurves", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_SplineIK.h", "description": "Read-only access to transformed curves", "module": "AnimGraphRuntime", "code": "const [FSplineCurves](API\\Runtime\\Engine\\Components\\FSplineCurves) & GetTransformedSplineCurves() const", "variables": []} {"className": "FAnimNode_SplineIK::GetTransformedSplinePoint", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_SplineIK.h", "description": "Get transformed spline point (in component space) for the spline", "module": "AnimGraphRuntime", "code": "FTransform GetTransformedSplinePoint ( int32 TransformIndex ) const", "variables": []} {"className": "FAnimNode_SplineIK::IsValidToEvaluate", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_SplineIK.h", "description": "Return true if it is valid to Evaluate", "module": "AnimGraphRuntime", "code": "virtual bool IsValidToEvaluate ( const [USkeleton](API\\Runtime\\Engine\\Animation\\USkeleton) * Skeleton, const [FBoneContainer](API\\Runtime\\Engine\\FBoneContainer) & RequiredBones )", "variables": []} {"className": "FAnimNode_SplineIK::OnInitializeAnimInstance", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_SplineIK.h", "description": "Called once, from game thread as the parent anim instance is created", "module": "AnimGraphRuntime", "code": "virtual void OnInitializeAnimInstance ( const [FAnimInstanceProxy](API\\Runtime\\Engine\\Animation\\FAnimInstanceProxy) * InProxy, const [UAnimInstance](API\\Runtime\\Engine\\Animation\\UAnimInstance) * InAnimInstance )", "variables": []} {"className": "FAnimNode_SplineIK::NeedsOnInitializeAnimInstance", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_SplineIK.h", "description": "For nodes that need some kind of initialization that is not dependent on node relevancy (i.e. it is insufficient or inefficient to use Initialize_AnyThread), return true here. Note that this is called at load on theUAnimInstanceCDO to avoid needing to call this at runtime.", "module": "AnimGraphRuntime", "code": "virtual bool NeedsOnInitializeAnimInstance() const", "variables": []} {"className": "FAnimNode_SplineIK::SetControlPoint", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_SplineIK.h", "description": "Set specified handle transform (in component space) for the spline", "module": "AnimGraphRuntime", "code": "void SetControlPoint ( int32 TransformIndex, const FTransform & InTransform )", "variables": []} {"className": "FAnimNode_SplineIK::SetControlPointLocation", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_SplineIK.h", "description": "Set specified handle location (in component space) for the spline", "module": "AnimGraphRuntime", "code": "void SetControlPointLocation ( int32 TransformIndex, const FVector & InLocation )", "variables": []} {"className": "FAnimNode_SplineIK::SetControlPointRotation", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_SplineIK.h", "description": "Set specified handle rotation (in component space) for the spline", "module": "AnimGraphRuntime", "code": "void SetControlPointRotation ( int32 TransformIndex, const FQuat & InRotation )", "variables": []} {"className": "FAnimNode_SplineIK::SetControlPointScale", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_SplineIK.h", "description": "Set specified handle scale (in component space) for the spline", "module": "AnimGraphRuntime", "code": "void SetControlPointScale ( int32 TransformIndex, const FVector & InScale )", "variables": []} {"className": "FAnimNode_SplineIK::TransformSpline", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_SplineIK.h", "description": "Transform the spline using our control points", "module": "AnimGraphRuntime", "code": "void TransformSpline()", "variables": []} {"className": "FAnimNode_SplineIK::FAnimNode_SplineIK", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_SplineIK.h", "description": "", "module": "AnimGraphRuntime", "code": "FAnimNode_SplineIK()", "variables": []} {"className": "FAnimNode_SpringBone::CacheBones_AnyThread", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_SpringBone.h", "description": "Called to cache any bones that this node needs to track (e.g. in aFBoneReference). This is usually called at startup when LOD switches occur. This can be called on any thread.", "module": "AnimGraphRuntime", "code": "virtual void CacheBones_AnyThread ( const [FAnimationCacheBonesContext](API\\Runtime\\Engine\\Animation\\FAnimationCacheBonesContext) & Context )", "variables": []} {"className": "FAnimNode_SplineIK", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_SplineIK.h", "description": "", "module": "AnimGraphRuntime", "code": "struct FAnimNode_SplineIK : public [FAnimNode_SkeletalControlBase](API\\Runtime\\AnimGraphRuntime\\BoneControllers\\FAnimNode_SkeletalControlBase)", "variables": [{"type": "bool", "name": "bAutoCalculateSpline", "description": "The number of points in the spline if we are specifying it directly"}, {"type": "ESplineBoneAxis", "name": "BoneAxis", "description": "Axis of the controlled bone (ie the direction of the spline) to use as the direction for the curve."}, {"type": "TArray< FTransf...", "name": "ControlPoints", "description": "Transforms applied to spline points"}, {"type": "FBoneReference", "name": "EndBone", "description": "Name of bone at the end of the spline chain."}, {"type": "float", "name": "Offset", "description": "The distance along the spline from the start from which bones are constrained"}, {"type": "int32", "name": "PointCount", "description": "The number of points in the spline if we are not auto-calculating"}, {"type": "float", "name": "Roll", "description": "Overall roll of the spline, applied on top of other rotations along the direction of the spline"}, {"type": "FBoneReference", "name": "StartBone", "description": "Name of root bone from which the spline extends"}, {"type": "float", "name": "Stretch", "description": "The maximum stretch allowed when fitting bones to the spline."}, {"type": "FAlphaBlend", "name": "TwistBlend", "description": "How to interpolate twist along the length of the spline"}, {"type": "float", "name": "TwistEnd", "description": "The twist of the end bone. Twist is interpolated along the spline according to Twist Blend."}, {"type": "float", "name": "TwistStart", "description": "The twist of the start bone. Twist is interpolated along the spline according to Twist Blend."}]} {"className": "FAnimNode_SpringBone::EvaluateSkeletalControl_AnyThread", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_SpringBone.h", "description": "Evaluate the new component-space transforms for the affected bones.", "module": "AnimGraphRuntime", "code": "virtual void EvaluateSkeletalControl_AnyThread ( [FComponentSpacePoseContext](API\\Runtime\\Engine\\Animation\\FComponentSpacePoseContext) & Output, [TArray](API\\Runtime\\Core\\Containers\\TArray)< [FBoneTransform](API\\Runtime\\Engine\\FBoneTransform) > & OutBoneTransforms )", "variables": []} {"className": "FAnimNode_SpringBone::GatherDebugData", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_SpringBone.h", "description": "Called to gather on-screen debug data. This is called on the game thread.", "module": "AnimGraphRuntime", "code": "virtual void GatherDebugData ( [FNodeDebugData](API\\Runtime\\Engine\\Animation\\FNodeDebugData) & DebugData )", "variables": []} {"className": "FAnimNode_SpringBone::HasPreUpdate", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_SpringBone.h", "description": "Override this to indicate thatPreUpdate()should be called on the game thread (usually to gather non-thread safe data) before Update() is called. Note that this is called at load on theUAnimInstanceCDO to avoid needing to call this at runtime. This is called on the game thread.", "module": "AnimGraphRuntime", "code": "virtual bool HasPreUpdate() const", "variables": []} {"className": "FAnimNode_SpringBone::Initialize_AnyThread", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_SpringBone.h", "description": "Called when the node first runs. If the node is inside a state machine or cached pose branch then this can be called multiple times. This can be called on any thread.", "module": "AnimGraphRuntime", "code": "virtual void Initialize_AnyThread ( const [FAnimationInitializeContext](API\\Runtime\\Engine\\Animation\\FAnimationInitializeContext) & Context )", "variables": []} {"className": "FAnimNode_SpringBone::IsValidToEvaluate", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_SpringBone.h", "description": "Return true if it is valid to Evaluate", "module": "AnimGraphRuntime", "code": "virtual bool IsValidToEvaluate ( const [USkeleton](API\\Runtime\\Engine\\Animation\\USkeleton) * Skeleton, const [FBoneContainer](API\\Runtime\\Engine\\FBoneContainer) & RequiredBones )", "variables": []} {"className": "FAnimNode_SpringBone::PreUpdate", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_SpringBone.h", "description": "Override this to perform game-thread work prior to non-game thread Update() being called", "module": "AnimGraphRuntime", "code": "virtual void PreUpdate ( const [UAnimInstance](API\\Runtime\\Engine\\Animation\\UAnimInstance) * InAnimInstance )", "variables": []} {"className": "FAnimNode_SpringBone::UpdateInternal", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_SpringBone.h", "description": "Interface for derived skeletal controls to implement use this function to update for skeletal control base", "module": "AnimGraphRuntime", "code": "virtual void UpdateInternal ( const [FAnimationUpdateContext](API\\Runtime\\Engine\\Animation\\FAnimationUpdateContext) & Context )", "variables": []} {"className": "FAnimNode_SpringBone::FAnimNode_SpringBone", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_SpringBone.h", "description": "", "module": "AnimGraphRuntime", "code": "FAnimNode_SpringBone()", "variables": []} {"className": "FAnimNode_SpringBone", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_SpringBone.h", "description": "Simple controller that replaces or adds to the translation/rotation of a single bone.", "module": "AnimGraphRuntime", "code": "struct FAnimNode_SpringBone : public [FAnimNode_SkeletalControlBase](API\\Runtime\\AnimGraphRuntime\\BoneControllers\\FAnimNode_SkeletalControlBase)", "variables": [{"type": "uint8: 1", "name": "bHadValidStrength", "description": "Did we have a non-zero ControlStrength last frame."}, {"type": "uint8: 1", "name": "bLimitDisplacement", "description": "Limit the amount that a bone can stretch from its ref-pose length."}, {"type": "FVector", "name": "BoneLocation", "description": "World-space location of the bone."}, {"type": "FVector", "name": "BoneVelocity", "description": "World-space velocity of the bone."}, {"type": "uint8: 1", "name": "bRotateX", "description": "If true take the spring calculation for rotation in X"}, {"type": "uint8: 1", "name": "bRotateY", "description": "If true take the spring calculation for rotation in Y"}, {"type": "uint8: 1", "name": "bRotateZ", "description": "If true take the spring calculation for rotation in Z"}, {"type": "uint8: 1", "name": "bTranslateX", "description": "If true take the spring calculation for translation in X"}, {"type": "uint8: 1", "name": "bTranslateY", "description": "If true take the spring calculation for translation in Y"}, {"type": "uint8: 1", "name": "bTranslateZ", "description": "If true take the spring calculation for translation in Z"}, {"type": "double", "name": "ErrorResetThresh", "description": "If spring stretches more than this, reset it. Useful for catching teleports etc"}, {"type": "float", "name": "FixedTimeStep", "description": "Internal use - Current timestep"}, {"type": "FVector", "name": "LocalBoneTransform", "description": "Cache of previous frames local bone transform so that when we cannot simulate (timestep == 0) we can still update bone location"}, {"type": "double", "name": "MaxDisplacement", "description": "If bLimitDisplacement is true, this indicates how long a bone can stretch beyond its length in the ref-pose."}, {"type": "FVector", "name": "OwnerVelocity", "description": "Velocity of the owning actor"}, {"type": "float", "name": "RemainingTime", "description": "Internal use - Amount of time we need to simulate."}, {"type": "FBoneReference", "name": "SpringBone", "description": "Name of bone to control. This is the main bone chain to modify from."}, {"type": "double", "name": "SpringDamping", "description": "Damping of spring"}, {"type": "double", "name": "SpringStiffness", "description": "Stiffness of spring"}, {"type": "float", "name": "TimeDilation", "description": "Internal use - Current time dilation"}]} {"className": "FAnimNode_Trail::EnsureChainSize", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_Trail.h", "description": "", "module": "AnimGraphRuntime", "code": "void EnsureChainSize()", "variables": []} {"className": "FAnimNode_Trail::EvaluateSkeletalControl_AnyThread", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_Trail.h", "description": "Evaluate the new component-space transforms for the affected bones.", "module": "AnimGraphRuntime", "code": "virtual void EvaluateSkeletalControl_AnyThread ( [FComponentSpacePoseContext](API\\Runtime\\Engine\\Animation\\FComponentSpacePoseContext) & Output, [TArray](API\\Runtime\\Core\\Containers\\TArray)< [FBoneTransform](API\\Runtime\\Engine\\FBoneTransform) > & OutBoneTransforms )", "variables": []} {"className": "FAnimNode_Trail::Initialize_AnyThread", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_Trail.h", "description": "Called when the node first runs. If the node is inside a state machine or cached pose branch then this can be called multiple times. This can be called on any thread.", "module": "AnimGraphRuntime", "code": "virtual void Initialize_AnyThread ( const [FAnimationInitializeContext](API\\Runtime\\Engine\\Animation\\FAnimationInitializeContext) & Context )", "variables": []} {"className": "FAnimNode_Trail::IsValidToEvaluate", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_Trail.h", "description": "Return true if it is valid to Evaluate", "module": "AnimGraphRuntime", "code": "virtual bool IsValidToEvaluate ( const [USkeleton](API\\Runtime\\Engine\\Animation\\USkeleton) * Skeleton, const [FBoneContainer](API\\Runtime\\Engine\\FBoneContainer) & RequiredBones )", "variables": []} {"className": "FAnimNode_Trail::PostLoad", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_Trail.h", "description": "", "module": "AnimGraphRuntime", "code": "void PostLoad()", "variables": []} {"className": "FAnimNode_Trail::UpdateInternal", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_Trail.h", "description": "Interface for derived skeletal controls to implement use this function to update for skeletal control base", "module": "AnimGraphRuntime", "code": "virtual void UpdateInternal ( const [FAnimationUpdateContext](API\\Runtime\\Engine\\Animation\\FAnimationUpdateContext) & Context )", "variables": []} {"className": "FAnimNode_Trail::FAnimNode_Trail", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_Trail.h", "description": "", "module": "AnimGraphRuntime", "code": "FAnimNode_Trail()", "variables": []} {"className": "FAnimNode_Trail", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_Trail.h", "description": "Trail Controller", "module": "AnimGraphRuntime", "code": "struct FAnimNode_Trail : public [FAnimNode_SkeletalControlBase](API\\Runtime\\AnimGraphRuntime\\BoneControllers\\FAnimNode_SkeletalControlBase)", "variables": [{"type": "uint8: 1", "name": "bActorSpaceFakeVel", "description": "Whether 'fake' velocity should be applied in actor or world space."}, {"type": "FBoneReference", "name": "BaseJoint", "description": "Base Joint to calculate velocity from. If none, it will use Component's World Transform. ."}, {"type": "uint8: 1", "name": "bEditorDebugEnabled", "description": "This is used by selection node. Use this transient flag."}, {"type": "uint8: 1", "name": "bEnableDebug", "description": "Enable Debug in the PIE. This doesn't work in game"}, {"type": "uint8: 1", "name": "bHadValidStrength", "description": "Did we have a non-zero ControlStrength last frame."}, {"type": "uint8: 1", "name": "bInvertChainBoneAxis", "description": "Invert the direction specified in ChainBoneAxis."}, {"type": "uint8: 1", "name": "bLimitRotation", "description": "Limit the amount that a bone can stretch from its ref-pose length."}, {"type": "uint8: 1", "name": "bLimitStretch", "description": "Limit the amount that a bone can stretch from its ref-pose length."}, {"type": "uint8: 1", "name": "bReorientParentToChild", "description": "Fix up rotation to face child for the parent"}, {"type": "uint8: 1", "name": "bShowBaseMotion", "description": "Show Base Motion"}, {"type": "uint8: 1", "name": "bShowLimit", "description": "Show Planar Limits"}, {"type": "uint8: 1", "name": "bShowTrailLocation", "description": "Show Trail Location"}, {"type": "uint8: 1", "name": "bUsePlanarLimit", "description": "Whether to evaluate planar limits"}, {"type": "TEnumAsByte & OutBoneTransforms )", "variables": []} {"className": "FAnimNode_TwoBoneIK::GatherDebugData", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_TwoBoneIK.h", "description": "Called to gather on-screen debug data. This is called on the game thread.", "module": "AnimGraphRuntime", "code": "virtual void GatherDebugData ( [FNodeDebugData](API\\Runtime\\Engine\\Animation\\FNodeDebugData) & DebugData )", "variables": []} {"className": "FAnimNode_TwoBoneIK::GetTargetTransform", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_TwoBoneIK.h", "description": "", "module": "AnimGraphRuntime", "code": "static FTransform GetTargetTransform ( const FTransform & InComponentTransform, [FCSPose](API\\Runtime\\Engine\\FCSPose)< [FCompactPose](API\\Runtime\\Engine\\FCompactPose) > & MeshBases, [FBoneSocketTarget](API\\Runtime\\Engine\\Animation\\FBoneSocketTarget) & InTarget, EBoneControlSpace Space, const FVector & InOffset )", "variables": []} {"className": "FAnimNode_TwoBoneIK::IsValidToEvaluate", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_TwoBoneIK.h", "description": "Return true if it is valid to Evaluate", "module": "AnimGraphRuntime", "code": "virtual bool IsValidToEvaluate ( const [USkeleton](API\\Runtime\\Engine\\Animation\\USkeleton) * Skeleton, const [FBoneContainer](API\\Runtime\\Engine\\FBoneContainer) & RequiredBones )", "variables": []} {"className": "FAnimNode_TwistCorrectiveNode::FAnimNode_TwistCorrectiveNode", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_TwistCorrectiveNode.h", "description": "", "module": "AnimGraphRuntime", "code": "FAnimNode_TwistCorrectiveNode()", "variables": []} {"className": "FAnimNode_TwoBoneIK::FAnimNode_TwoBoneIK", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_TwoBoneIK.h", "description": "", "module": "AnimGraphRuntime", "code": "FAnimNode_TwoBoneIK()", "variables": []} {"className": "FAnimPhysBodyDefinition::FAnimPhysBodyDefinition", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_AnimDynamics.h", "description": "", "module": "AnimGraphRuntime", "code": "FAnimPhysBodyDefinition()", "variables": []} {"className": "FAnimNode_TwoBoneIK", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_TwoBoneIK.h", "description": "Simple 2 Bone IK Controller.", "module": "AnimGraphRuntime", "code": "struct FAnimNode_TwoBoneIK : public [FAnimNode_SkeletalControlBase](API\\Runtime\\AnimGraphRuntime\\BoneControllers\\FAnimNode_SkeletalControlBase)", "variables": [{"type": "uint8: 1", "name": "bAllowStretching", "description": "Should stretching be allowed, to be prevent over extension"}, {"type": "uint8: 1", "name": "bAllowTwist", "description": "Whether or not to apply twist on the chain of joints."}, {"type": "uint8: 1", "name": "bMaintainEffectorRelRot", "description": "Keep local rotation of end bone"}, {"type": "uint8: 1", "name": "bTakeRotationFromEffectorSpace", "description": "Set end bone to use End Effector rotation"}, {"type": "FCompactPoseBon...", "name": "CachedLowerLimbIndex", "description": "Cached limb index for lower"}, {"type": "FCompactPoseBon...", "name": "CachedUpperLimbIndex", "description": "Cached limb index for upper"}, {"type": "FVector", "name": "EffectorLocation", "description": "Effector Location. Target Location to reach."}, {"type": "TEnumAsByte< en...", "name": "EffectorLocationSpace", "description": "Reference frame of Effector Location."}, {"type": "FBoneSocketTarg...", "name": "EffectorTarget", "description": ""}, {"type": "FBoneReference", "name": "IKBone", "description": "Name of bone to control. This is the main bone chain to modify from."}, {"type": "FBoneSocketTarg...", "name": "JointTarget", "description": ""}, {"type": "FVector", "name": "JointTargetLocation", "description": "Joint Target Location. Location used to orient Joint bone."}, {"type": "TEnumAsByte< en...", "name": "JointTargetLocationSpace", "description": "Reference frame of Joint Target Location."}, {"type": "double", "name": "MaxStretchScale", "description": "Limits to use if stretching is allowed."}, {"type": "double", "name": "StartStretchRatio", "description": "Limits to use if stretching is allowed."}, {"type": "FAxis", "name": "TwistAxis", "description": "Specify which axis it's aligned. Used when removing twist"}]} {"className": "FAnimPhysBodyDefinition", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_AnimDynamics.h", "description": "", "module": "AnimGraphRuntime", "code": "struct FAnimPhysBodyDefinition", "variables": [{"type": "FBoneReference", "name": "BoundBone", "description": ""}, {"type": "FVector", "name": "BoxExtents", "description": "Extents of the box to use for simulation"}, {"type": "AnimPhysCollisi...", "name": "CollisionType", "description": "Resolution method for planar limits"}, {"type": "FAnimPhysConstr...", "name": "ConstraintSetup", "description": "Data describing the constraints we will apply to the body"}, {"type": "FVector", "name": "LocalJointOffset", "description": "Vector relative to the body being simulated to attach the constraint to"}, {"type": "float", "name": "SphereCollisionRadius", "description": "Radius to use if CollisionType is set to CustomSphere"}]} {"className": "FAnimNode_TwoBoneIK::Initialize_AnyThread", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_TwoBoneIK.h", "description": "Called when the node first runs. If the node is inside a state machine or cached pose branch then this can be called multiple times. This can be called on any thread.", "module": "AnimGraphRuntime", "code": "virtual void Initialize_AnyThread ( const [FAnimationInitializeContext](API\\Runtime\\Engine\\Animation\\FAnimationInitializeContext) & Context )", "variables": []} {"className": "FAnimPhysBoneRigidBody::FAnimPhysBoneRigidBody", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_AnimDynamics.h", "description": "", "module": "AnimGraphRuntime", "code": "FAnimPhysBoneRigidBody ( [TArray](API\\Runtime\\Core\\Containers\\TArray)< [FAnimPhysShape](API\\Runtime\\Engine\\Animation\\FAnimPhysShape) > & Shapes, const FVector & Position, const [FBoneReference](API\\Runtime\\Engine\\Animation\\FBoneReference) & LinkedBone )", "variables": []} {"className": "FAnimPhysBoneRigidBody", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_AnimDynamics.h", "description": "Helper mapping a rigid body to a bone reference", "module": "AnimGraphRuntime", "code": "struct FAnimPhysBoneRigidBody", "variables": [{"type": "FBoneReference", "name": "BoundBone", "description": ""}, {"type": "FAnimPhysRigidB...", "name": "PhysBody", "description": ""}]} {"className": "FAnimPhysConstraintSetup::FAnimPhysConstraintSetup", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_AnimDynamics.h", "description": "", "module": "AnimGraphRuntime", "code": "FAnimPhysConstraintSetup()", "variables": []} {"className": "FAnimPhysConstraintSetup", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_AnimDynamics.h", "description": "Constraint setup struct, holds data required to build a physics constraint", "module": "AnimGraphRuntime", "code": "struct FAnimPhysConstraintSetup", "variables": [{"type": "AnimPhysAngular...", "name": "AngularConstraintType", "description": "Method to use when constraining angular motion"}, {"type": "FVector", "name": "AngularLimitsMax", "description": ""}, {"type": "FVector", "name": "AngularLimitsMin", "description": ""}, {"type": "FVector", "name": "AngularTarget", "description": "The axis to align the angular spring constraint to in the animation pose."}, {"type": "AnimPhysTwistAx...", "name": "AngularTargetAxis", "description": "The axis in the simulation pose to align to the Angular Target."}, {"type": "bool", "name": "bLinearFullyLocked", "description": "If all axes are locked we can use 3 linear limits instead of the 6 needed for limited axes"}, {"type": "float", "name": "ConeAngle", "description": "Angle to use when constraining using a cone"}, {"type": "FVector", "name": "LinearAxesMax", "description": "Maximum linear movement per-axis (Set zero here and in the min limit to lock)"}, {"type": "FVector", "name": "LinearAxesMin", "description": "Minimum linear movement per-axis (Set zero here and in the max limit to lock)"}, {"type": "AnimPhysLinearC...", "name": "LinearXLimitType", "description": "Whether to limit the linear X axis"}, {"type": "AnimPhysLinearC...", "name": "LinearYLimitType", "description": "Whether to limit the linear Y axis"}, {"type": "AnimPhysLinearC...", "name": "LinearZLimitType", "description": "Whether to limit the linear Z axis"}, {"type": "AnimPhysTwistAx...", "name": "TwistAxis", "description": "Axis to consider for twist when constraining angular motion (forward axis)"}]} {"className": "FAnimPhysLinkedBody::FAnimPhysLinkedBody", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_AnimDynamics.h", "description": "", "module": "AnimGraphRuntime", "code": "FAnimPhysLinkedBody ( [TArray](API\\Runtime\\Core\\Containers\\TArray)< [FAnimPhysShape](API\\Runtime\\Engine\\Animation\\FAnimPhysShape) > & Shapes, const FVector & Position, const [FBoneReference](API\\Runtime\\Engine\\Animation\\FBoneReference) & LinkedBone )", "variables": []} {"className": "FAnimPhysLinkedBody", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_AnimDynamics.h", "description": "Helper describing a body linked to an optional parent (can be nullptr)", "module": "AnimGraphRuntime", "code": "struct FAnimPhysLinkedBody", "variables": [{"type": "FAnimPhysBoneRi...", "name": "ParentBody", "description": ""}, {"type": "FAnimPhysBoneRi...", "name": "RigidBody", "description": ""}]} {"className": "FAnimPhysPlanarLimit", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_AnimDynamics.h", "description": "", "module": "AnimGraphRuntime", "code": "struct FAnimPhysPlanarLimit", "variables": [{"type": "FBoneReference", "name": "DrivingBone", "description": "When using a driving bone, the plane transform will be relative to the bone transform"}, {"type": "FTransform", "name": "PlaneTransform", "description": "Transform of the plane, this is either in component-space if no DrivinBone is specified or in bone-space if a driving bone is present."}]} {"className": "FAnimPhysSphericalLimit::FAnimPhysSphericalLimit", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_AnimDynamics.h", "description": "", "module": "AnimGraphRuntime", "code": "FAnimPhysSphericalLimit()", "variables": []} {"className": "FAnimPhysSphericalLimit", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_AnimDynamics.h", "description": "", "module": "AnimGraphRuntime", "code": "struct FAnimPhysSphericalLimit", "variables": [{"type": "FBoneReference", "name": "DrivingBone", "description": "Bone to attach the sphere to"}, {"type": "float", "name": "LimitRadius", "description": "Radius of the sphere"}, {"type": "ESphericalLimit...", "name": "LimitType", "description": "Whether to lock bodies inside or outside of the sphere"}, {"type": "FVector", "name": "SphereLocalOffset", "description": "Local offset for the sphere, if no driving bone is set this is in node space, otherwise bone space"}]} {"className": "FConstraint::Initialize", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_Constraint.h", "description": "", "module": "AnimGraphRuntime", "code": "void Initialize ( const [FBoneContainer](API\\Runtime\\Engine\\FBoneContainer) & RequiredBones )", "variables": []} {"className": "FConstraint::IsValidToEvaluate", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_Constraint.h", "description": "", "module": "AnimGraphRuntime", "code": "bool IsValidToEvaluate ( const [FBoneContainer](API\\Runtime\\Engine\\FBoneContainer) & RequiredBones ) const", "variables": []} {"className": "FConstraint::FConstraint", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_Constraint.h", "description": "", "module": "AnimGraphRuntime", "code": "FConstraint()", "variables": []} {"className": "FConstraint", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_Constraint.h", "description": "Constraint Set up", "module": "AnimGraphRuntime", "code": "struct FConstraint", "variables": [{"type": "int32", "name": "ConstraintDataIndex", "description": "Transient constraint data index"}, {"type": "EConstraintOffs...", "name": "OffsetOption", "description": "Maintain offset based on refpose or not."}, {"type": "FFilterOptionPe...", "name": "PerAxis", "description": "Per axis filter options - applied in their local space not in world space"}, {"type": "FBoneReference", "name": "TargetBone", "description": "Target Bone this is constraint to"}, {"type": "ETransformConst...", "name": "TransformType", "description": "What transform type is constraint to - Translation, Rotation, Scale OR Parent."}]} {"className": "FIKChain::ApplyTwistOffset", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_LegIK.h", "description": "", "module": "AnimGraphRuntime", "code": "void ApplyTwistOffset ( const float InTwistOffsetDegrees )", "variables": []} {"className": "FIKChain::GetMaximumReach", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_LegIK.h", "description": "", "module": "AnimGraphRuntime", "code": "double GetMaximumReach() const", "variables": []} {"className": "FIKChain::InitializeFromLegData", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_LegIK.h", "description": "", "module": "AnimGraphRuntime", "code": "void InitializeFromLegData ( [FAnimLegIKData](API\\Runtime\\AnimGraphRuntime\\BoneControllers\\FAnimLegIKData) & InLegData, [FAnimInstanceProxy](API\\Runtime\\Engine\\Animation\\FAnimInstanceProxy) * InAnimInstanceProxy )", "variables": []} {"className": "FIKChain::ReachTarget", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_LegIK.h", "description": "", "module": "AnimGraphRuntime", "code": "void ReachTarget ( const FVector & InTargetLocation, double InReachPrecision, int32 InMaxIterations )", "variables": []} {"className": "FIKChain::FIKChain", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_LegIK.h", "description": "", "module": "AnimGraphRuntime", "code": "FIKChain()", "variables": []} {"className": "FIKChain", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_LegIK.h", "description": "", "module": "AnimGraphRuntime", "code": "struct FIKChain", "variables": [{"type": "TArray FKFootDistancesToPelvis, [TArrayView](API\\Runtime\\Core\\Containers\\TArrayView)< const FVector > IKFootLocations, float DeltaTime )", "variables": []} {"className": "FIKFootPelvisPullDownSolver", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/BoneControllerSolvers.h", "description": "", "module": "AnimGraphRuntime", "code": "struct FIKFootPelvisPullDownSolver", "variables": [{"type": "double", "name": "PelvisAdjustmentErrorTolerance", "description": "Specifies the pelvis adjustment distance error that is tolerated for each iteration of the solver"}, {"type": "FVectorRK4Sprin...", "name": "PelvisAdjustmentInterp", "description": "Specifies the spring interpolation parameters applied during pelvis adjustment."}, {"type": "double", "name": "PelvisAdjustmentInterpAlpha", "description": "Specifies an alpha between the original and final adjusted pelvis locations This is used to retain some degree of the original pelvis motion"}, {"type": "double", "name": "PelvisAdjustmentMaxDistance", "description": "Specifies the maximum displacement the pelvis can be adjusted relative to its original location."}, {"type": "int32", "name": "PelvisAdjustmentMaxIter", "description": "Specifies the maximum number of iterations to run for the pelvis adjustment solver Higher iterations will guarantee closer PelvisAdjustmentErrorTolerance convergence at the cost of performance"}]} {"className": "FReferenceBoneFrame::FReferenceBoneFrame", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_TwistCorrectiveNode.h", "description": "", "module": "AnimGraphRuntime", "code": "FReferenceBoneFrame()", "variables": []} {"className": "FReferenceBoneFrame", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_TwistCorrectiveNode.h", "description": "Reference Bone Frame", "module": "AnimGraphRuntime", "code": "struct FReferenceBoneFrame", "variables": [{"type": "FAxis", "name": "Axis", "description": ""}, {"type": "FBoneReference", "name": "Bone", "description": ""}]} {"className": "FSimSpaceSettings::PostSerialize", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_RigidBody.h", "description": "", "module": "AnimGraphRuntime", "code": "void PostSerialize ( const [FArchive](API\\Runtime\\Core\\Serialization\\FArchive) & Ar )", "variables": []} {"className": "FRotationLimit::FRotationLimit", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_Trail.h", "description": "", "module": "AnimGraphRuntime", "code": "FRotationLimit()", "variables": []} {"className": "FRotationLimit", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_Trail.h", "description": "", "module": "AnimGraphRuntime", "code": "struct FRotationLimit", "variables": [{"type": "FVector", "name": "LimitMax", "description": ""}, {"type": "FVector", "name": "LimitMin", "description": ""}]} {"className": "FPerJointTrailSetup", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_Trail.h", "description": "In the future, we might use this for stretch set up as well for now this is unserializable, and transient only", "module": "AnimGraphRuntime", "code": "struct FPerJointTrailSetup", "variables": [{"type": "float", "name": "TrailRelaxationSpeedPerSecond", "description": "How quickly we 'relax' the bones to their animated positions."}]} {"className": "FSimSpaceSettings::operator=", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_RigidBody.h", "description": "", "module": "AnimGraphRuntime", "code": "[FSimSpaceSettings](API\\Runtime\\AnimGraphRuntime\\BoneControllers\\FSimSpaceSettings) & operator= ( const [FSimSpaceSettings](API\\Runtime\\AnimGraphRuntime\\BoneControllers\\FSimSpaceSettings) & )", "variables": []} {"className": "FSimSpaceSettings::FSimSpaceSettings", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_RigidBody.h", "description": "", "module": "AnimGraphRuntime", "code": "FSimSpaceSettings()", "variables": []} {"className": "FSimSpaceSettings::FSimSpaceSettings", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_RigidBody.h", "description": "", "module": "AnimGraphRuntime", "code": "FSimSpaceSettings ( [FSimSpaceSettings](API\\Runtime\\AnimGraphRuntime\\BoneControllers\\FSimSpaceSettings) const & )", "variables": []} {"className": "FSimSpaceSettings::~FSimSpaceSettings", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_RigidBody.h", "description": "Disable deprecation errors by providing defaults wrapped with pragma disable.", "module": "AnimGraphRuntime", "code": "PRAGMA_DISABLE_DEPRECATION_WARNINGS ~FSimSpaceSettings()", "variables": []} {"className": "FSimSpaceSettings", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_RigidBody.h", "description": "", "module": "AnimGraphRuntime", "code": "struct FSimSpaceSettings", "variables": [{"type": "FVector", "name": "ExternalAngularVelocity", "description": "Additional angular velocity that is added to the component angular velocity."}, {"type": "FVector", "name": "ExternalLinearDragV", "description": "Additional linear drag applied to every body in addition to linear drag specified on them in the physics asset."}, {"type": "FVector", "name": "ExternalLinearVelocity", "description": "Additional velocity that is added to the component velocity so the simulation acts as if the actor is moving at speed, even when stationary."}, {"type": "float", "name": "MaxAngularAcceleration", "description": "A clamp on the effective world-space angular accleration that is passed to the simulation."}, {"type": "float", "name": "MaxAngularVelocity", "description": "A clamp on the effective world-space angular velocity that is passed to the simulation."}, {"type": "float", "name": "MaxLinearAcceleration", "description": "A clamp on the effective world-space acceleration that is passed to the simulation."}, {"type": "float", "name": "MaxLinearVelocity", "description": "A clamp on the effective world-space velocity that is passed to the simulation."}, {"type": "float", "name": "VelocityScaleZ", "description": "Multiplier on the Z-component of velocity and acceleration that is passed to the simulation."}, {"type": "float", "name": "WorldAlpha", "description": "Global multipler on the effects of simulation space movement."}]} {"className": "FSplineIKCachedBoneData::FSplineIKCachedBoneData", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_SplineIK.h", "description": "", "module": "AnimGraphRuntime", "code": "FSplineIKCachedBoneData()", "variables": []} {"className": "FSplineIKCachedBoneData::FSplineIKCachedBoneData", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_SplineIK.h", "description": "", "module": "AnimGraphRuntime", "code": "FSplineIKCachedBoneData ( const [FName](API\\Runtime\\Core\\UObject\\FName) & InBoneName, int32 InRefSkeletonIndex )", "variables": []} {"className": "FWarpingVectorValue::AsComponentSpaceDirection", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/BoneControllerTypes.h", "description": "Retrieves a normalized Component-space direction from the specified DirectionMode and Direction value.", "module": "AnimGraphRuntime", "code": "FVector AsComponentSpaceDirection ( const [FAnimInstanceProxy](API\\Runtime\\Engine\\Animation\\FAnimInstanceProxy) * AnimInstanceProxy, const FTransform & IKFootRootTransform ) const", "variables": []} {"className": "FSplineIKCachedBoneData", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_SplineIK.h", "description": "Data cached per bone in the chain", "module": "AnimGraphRuntime", "code": "struct FSplineIKCachedBoneData", "variables": [{"type": "FBoneReference", "name": "Bone", "description": "The bone we refer to"}, {"type": "int32", "name": "RefSkeletonIndex", "description": "Indexof the bone in the reference skeleton"}]} {"className": "FWarpingVectorValue", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/BoneControllerTypes.h", "description": "Vector values which may be specified in a configured space.", "module": "AnimGraphRuntime", "code": "struct FWarpingVectorValue", "variables": [{"type": "EWarpingVectorM...", "name": "Mode", "description": "Space of the corresponding Vector value."}, {"type": "FVector", "name": "Value", "description": "Specifies a vector relative to the space defined by Mode."}]} {"className": "Value", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_RigidBody.h", "description": "", "module": "AnimGraphRuntime", "code": "enum &123; Value = true &125;", "variables": []} {"className": "TIsPODType< FSimSpaceSettings >", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_RigidBody.h", "description": "Settings for the system which passes motion of the simulation's space into the simulation. This allows the simulation to pass a fraction of the world space motion onto the bodies which allows Bone-Space and Component-Space simulations to react to world-space movement in a controllable way.", "module": "AnimGraphRuntime", "code": "template<> struct TIsPODType< FSimSpaceSettings >", "variables": []} {"className": "WithPostSerialize", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_RigidBody.h", "description": "", "module": "AnimGraphRuntime", "code": "enum &123; WithPostSerialize = true &125;", "variables": []} {"className": "TStructOpsTypeTraits< FAnimNode_RigidBody >", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_RigidBody.h", "description": "", "module": "AnimGraphRuntime", "code": "template<> struct TStructOpsTypeTraits< FAnimNode_RigidBody > : public [TStructOpsTypeTraitsBase2< FAnimNode_RigidBody >](API\\Runtime\\CoreUObject\\UObject\\TStructOpsTypeTraitsBase2)", "variables": []} {"className": "WithPostSerialize", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_TwistCorrectiveNode.h", "description": "", "module": "AnimGraphRuntime", "code": "enum &123; WithPostSerialize = true &125;", "variables": []} {"className": "WithSerializer", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_TwistCorrectiveNode.h", "description": "", "module": "AnimGraphRuntime", "code": "enum &123; WithSerializer = true &125;", "variables": []} {"className": "TStructOpsTypeTraits< FAnimNode_TwistCorrectiveNode >", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_TwistCorrectiveNode.h", "description": "", "module": "AnimGraphRuntime", "code": "template<> struct TStructOpsTypeTraits< FAnimNode_TwistCorrectiveNode > : public [TStructOpsTypeTraitsBase2< FAnimNode_TwistCorrectiveNode >](API\\Runtime\\CoreUObject\\UObject\\TStructOpsTypeTraitsBase2)", "variables": []} {"className": "WithPostSerialize", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_RigidBody.h", "description": "", "module": "AnimGraphRuntime", "code": "enum &123; WithPostSerialize = true &125;", "variables": []} {"className": "TStructOpsTypeTraits< FSimSpaceSettings >", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_RigidBody.h", "description": "", "module": "AnimGraphRuntime", "code": "template<> struct TStructOpsTypeTraits< FSimSpaceSettings > : public [TStructOpsTypeTraitsBase2< FSimSpaceSettings >](API\\Runtime\\CoreUObject\\UObject\\TStructOpsTypeTraitsBase2)", "variables": []} {"className": "CommonAnimationLibrary::RetargetSingleLocation", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/CommonAnimationLibrary.h", "description": "This function performs retargeting of translation using an easing function. For this a range of motion needs to be defined given a direction and the constraints.", "module": "AnimGraphRuntime", "code": "namespace CommonAnimationLibrary { FVector CommonAnimationLibrary::RetargetSingleLocation ( FVector Location, const FTransform & Source, const FTransform & Target, const [FRuntimeFloatCurve](API\\Runtime\\Engine\\Curves\\FRuntimeFloatCurve) & CustomCurve, EEasingFuncType EasingType, bool bFlipEasing, float EasingWeight, FVector Axis, float SourceMinimum, float SourceMaximum, float TargetMinimum, float TargetMaximum ) }", "variables": []} {"className": "CommonAnimationLibrary::RetargetSingleRotation", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/CommonAnimationLibrary.h", "description": "This function performs retargeting of rotation using an easing function. For this a range of motion needs to be defined as a euler angle, swing angle or twist", "module": "AnimGraphRuntime", "code": "namespace CommonAnimationLibrary { FQuat CommonAnimationLibrary::RetargetSingleRotation ( const FQuat & Rotation, const FTransform & Source, const FTransform & Target, const [FRuntimeFloatCurve](API\\Runtime\\Engine\\Curves\\FRuntimeFloatCurve) & CustomCurve, EEasingFuncType EasingType, bool bFlipEasing, float EasingWeight, ERotationComponent RotationComponent, FVector TwistAxis, bool bUseAbsoluteAngle, float SourceMinimum, float SourceMaximum, float TargetMinimum, float TargetMaximum ) }", "variables": []} {"className": "CommonAnimationLibrary::ScalarEasing", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/CommonAnimationLibrary.h", "description": "This function perform easing on a float value using a variety of easing types.", "module": "AnimGraphRuntime", "code": "namespace CommonAnimationLibrary { float CommonAnimationLibrary::ScalarEasing ( float Value, const [FRuntimeFloatCurve](API\\Runtime\\Engine\\Curves\\FRuntimeFloatCurve) & CustomCurve, EEasingFuncType EasingType, bool bFlip, float Weight ) }", "variables": []} {"className": "GUID", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimationCustomVersion.h", "description": "The GUID for this custom version number.", "module": "AnimGraphRuntime", "code": "static const [FGuid](API\\Runtime\\Core\\Misc\\FGuid) GUID;", "variables": []} {"className": "Type", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimationCustomVersion.h", "description": "", "module": "AnimGraphRuntime", "code": "enum Type { BeforeCustomVersionWasAdded = 0, BoneDrivenControllerMatchingMaya = 1, BoneDrivenControllerRemapping = 2, AnimDynamicsAddAngularOffsets = 3, RenamedStretchLimits = 4, ConvertIKToSupportBoneSocketTarget = 5, VersionPlusOne, LatestVersion = VersionPlusOne - 1, }", "variables": []} {"className": "FAnimationCustomVersion", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimationCustomVersion.h", "description": "No constructors are accessible with public or protected access.", "module": "AnimGraphRuntime", "code": "struct FAnimationCustomVersion", "variables": []} {"className": "FInternalNodeType", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimationStateMachineLibrary.h", "description": "", "module": "AnimGraphRuntime", "code": "typedef [FAnimNode_StateMachine](API\\Runtime\\Engine\\Animation\\FAnimNode_StateMachine) FInternalNodeType", "variables": []} {"className": "FInternalNodeType", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimationStateMachineLibrary.h", "description": "", "module": "AnimGraphRuntime", "code": "typedef [FAnimNode_StateResult](API\\Runtime\\Engine\\Animation\\FAnimNode_StateResult) FInternalNodeType", "variables": []} {"className": "FAnimationStateMachineReference", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimationStateMachineLibrary.h", "description": "", "module": "AnimGraphRuntime", "code": "struct FAnimationStateMachineReference : public [FAnimNodeReference](API\\Runtime\\Engine\\Animation\\FAnimNodeReference)", "variables": []} {"className": "FAnimationStateResultReference", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimationStateMachineLibrary.h", "description": "", "module": "AnimGraphRuntime", "code": "struct FAnimationStateResultReference : public [FAnimNodeReference](API\\Runtime\\Engine\\Animation\\FAnimNodeReference)", "variables": []} {"className": "FAnimCustomInstanceHelper::BindToSkeletalMeshComponent", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimCustomInstanceHelper.h", "description": "Called to bind a typed UAnimCustomInstance to an existing skeletal mesh component\nthe current (or newly created) UAnimCustomInstance", "module": "AnimGraphRuntime", "code": "template static InstanceClassType * BindToSkeletalMeshComponent ( [USkeletalMeshComponent](API\\Runtime\\Engine\\Components\\USkeletalMeshComponent) * InSkeletalMeshComponent, bool & bOutWasCreated )", "variables": []} {"className": "FAnimCustomInstanceHelper::UnbindFromSkeletalMeshComponent", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimCustomInstanceHelper.h", "description": "Called to unbind a UAnimCustomInstance to an existing skeletal mesh component", "module": "AnimGraphRuntime", "code": "template static void UnbindFromSkeletalMeshComponent ( [USkeletalMeshComponent](API\\Runtime\\Engine\\Components\\USkeletalMeshComponent) * InSkeletalMeshComponent )", "variables": []} {"className": "FAnimCustomInstanceHelper", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimCustomInstanceHelper.h", "description": "", "module": "AnimGraphRuntime", "code": "class FAnimCustomInstanceHelper", "variables": []} {"className": "FAnimSequencerData::FAnimSequencerData", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimSequencerInstanceProxy.h", "description": "", "module": "AnimGraphRuntime", "code": "FAnimSequencerData ( [UAnimSequenceBase](API\\Runtime\\Engine\\Animation\\UAnimSequenceBase) * InAnimSequence, int32 InSequenceId, const [TOptional](API\\Runtime\\Core\\IO\\TOptional)< [FRootMotionOverride](API\\Runtime\\AnimGraphRuntime\\FRootMotionOverride) > & InRootMotion, float InFromPosition, float InToPosition, float InWeight, bool bInFireNotifies, ESwapRootBone InSwapRootBone, [TOptional](API\\Runtime\\Core\\IO\\TOptional)< FTransform > InInitialTransform, [UMirrorDataTable](API\\Runtime\\Engine\\Animation\\UMirrorDataTable) * InMirrorDataTable )", "variables": []} {"className": "FAnimSequencerData", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimSequencerInstanceProxy.h", "description": "", "module": "AnimGraphRuntime", "code": "struct FAnimSequencerData", "variables": [{"type": "UAnimSequenceBa...", "name": "AnimSequence", "description": ""}, {"type": "bool", "name": "bFireNotifies", "description": ""}, {"type": "float", "name": "FromPosition", "description": ""}, {"type": "TOptional< FTra...", "name": "InitialTransform", "description": ""}, {"type": "UMirrorDataTabl...", "name": "MirrorDataTable", "description": ""}, {"type": "constTOptional...", "name": "RootMotion", "description": ""}, {"type": "int32", "name": "SequenceId", "description": ""}, {"type": "ESwapRootBone", "name": "SwapRootBone", "description": ""}, {"type": "float", "name": "ToPosition", "description": ""}, {"type": "float", "name": "Weight", "description": ""}]} {"className": "FAnimSequencerInstanceProxy::ClearSequencePlayerAndMirrorMaps", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimSequencerInstanceProxy.h", "description": "", "module": "AnimGraphRuntime", "code": "void ClearSequencePlayerAndMirrorMaps()", "variables": []} {"className": "FAnimSequencerInstanceProxy::ConstructNodes", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimSequencerInstanceProxy.h", "description": "Construct and link the base part of the blend tree", "module": "AnimGraphRuntime", "code": "virtual void ConstructNodes()", "variables": []} {"className": "FAnimSequencerInstanceProxy::EnsureAnimTrack", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimSequencerInstanceProxy.h", "description": "", "module": "AnimGraphRuntime", "code": "void EnsureAnimTrack ( [UAnimSequenceBase](API\\Runtime\\Engine\\Animation\\UAnimSequenceBase) * InAnimSequence, uint32 SequenceId )", "variables": []} {"className": "FAnimSequencerInstanceProxy::Evaluate", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimSequencerInstanceProxy.h", "description": "Evaluate override point\ntrue if this function is implemented, false otherwise. Note: the node graph will not be evaluated if this function returns true", "module": "AnimGraphRuntime", "code": "virtual bool Evaluate ( [FPoseContext](API\\Runtime\\Engine\\Animation\\FPoseContext) & Output )", "variables": []} {"className": "FAnimSequencerInstanceProxy::FindPlayer", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimSequencerInstanceProxy.h", "description": "Find a player of a specified type", "module": "AnimGraphRuntime", "code": "template Type * FindPlayer ( uint32 SequenceId ) const", "variables": []} {"className": "FAnimSequencerInstanceProxy::InitAnimTrack", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimSequencerInstanceProxy.h", "description": "", "module": "AnimGraphRuntime", "code": "void InitAnimTrack ( [UAnimSequenceBase](API\\Runtime\\Engine\\Animation\\UAnimSequenceBase) * InAnimSequence, uint32 SequenceId )", "variables": []} {"className": "FAnimSequencerInstanceProxy::Initialize", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimSequencerInstanceProxy.h", "description": "Called when our anim instance is being initialized", "module": "AnimGraphRuntime", "code": "virtual void Initialize ( [UAnimInstance](API\\Runtime\\Engine\\Animation\\UAnimInstance) * InAnimInstance )", "variables": []} {"className": "FAnimSequencerInstanceProxy::PostEvaluate", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimSequencerInstanceProxy.h", "description": "Called after evaluate so we can do any game thread work we need to", "module": "AnimGraphRuntime", "code": "virtual void PostEvaluate ( [UAnimInstance](API\\Runtime\\Engine\\Animation\\UAnimInstance) * InAnimInstance )", "variables": []} {"className": "FAnimSequencerInstanceProxy::ResetNodes", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimSequencerInstanceProxy.h", "description": "Reset all nodes in this instance", "module": "AnimGraphRuntime", "code": "virtual void ResetNodes()", "variables": []} {"className": "FAnimSequencerInstanceProxy::ResetPose", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimSequencerInstanceProxy.h", "description": "Reset the pose in this instance", "module": "AnimGraphRuntime", "code": "virtual void ResetPose()", "variables": []} {"className": "FAnimSequencerInstanceProxy::UpdateAnimationNode", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimSequencerInstanceProxy.h", "description": "Updates the anim graph", "module": "AnimGraphRuntime", "code": "virtual void UpdateAnimationNode ( const [FAnimationUpdateContext](API\\Runtime\\Engine\\Animation\\FAnimationUpdateContext) & InContext )", "variables": []} {"className": "FAnimSequencerInstanceProxy::UpdateAnimTrack", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimSequencerInstanceProxy.h", "description": "Update an animation sequence player in this instance", "module": "AnimGraphRuntime", "code": "void UpdateAnimTrack ( [UAnimSequenceBase](API\\Runtime\\Engine\\Animation\\UAnimSequenceBase) * InAnimSequence, uint32 SequenceId, float InPosition, float Weight, bool bFireNotifies )", "variables": []} {"className": "FAnimSequencerInstanceProxy::UpdateAnimTrack", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimSequencerInstanceProxy.h", "description": "Update an animation sequence player in this instance", "module": "AnimGraphRuntime", "code": "void UpdateAnimTrack ( [UAnimSequenceBase](API\\Runtime\\Engine\\Animation\\UAnimSequenceBase) * InAnimSequence, uint32 SequenceId, [TOptional](API\\Runtime\\Core\\IO\\TOptional)< float > InFromPosition, float InToPosition, float Weight, bool bFireNotifies )", "variables": []} {"className": "FAnimSequencerInstanceProxy::UpdateAnimTrack", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimSequencerInstanceProxy.h", "description": "", "module": "AnimGraphRuntime", "code": "void UpdateAnimTrack ( [UAnimSequenceBase](API\\Runtime\\Engine\\Animation\\UAnimSequenceBase) * InAnimSequence, uint32 SequenceId, const [TOptional](API\\Runtime\\Core\\IO\\TOptional)< [FRootMotionOverride](API\\Runtime\\AnimGraphRuntime\\FRootMotionOverride) > & RootMomtionOverride, [TOptional](API\\Runtime\\Core\\IO\\TOptional)< float > InFromPosition, float InToPosition, float Weight, bool bFireNotifies, [UMirrorDataTable](API\\Runtime\\Engine\\Animation\\UMirrorDataTable) * InMirrorDataTable )", "variables": []} {"className": "FAnimSequencerInstanceProxy::UpdateAnimTrackWithRootMotion", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimSequencerInstanceProxy.h", "description": "", "module": "AnimGraphRuntime", "code": "void UpdateAnimTrackWithRootMotion ( const [FAnimSequencerData](API\\Runtime\\AnimGraphRuntime\\FAnimSequencerData) & InAnimSequencerData )", "variables": []} {"className": "FAnimSequencerInstanceProxy::UpdateAnimTrackWithRootMotion", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimSequencerInstanceProxy.h", "description": "Deprecated* Please use the UpdateAnimTrackWithRootMotion that takesFAnimSequencerData", "module": "AnimGraphRuntime", "code": "void UpdateAnimTrackWithRootMotion ( [UAnimSequenceBase](API\\Runtime\\Engine\\Animation\\UAnimSequenceBase) * InAnimSequence, int32 SequenceId, const [TOptional](API\\Runtime\\Core\\IO\\TOptional)< [FRootMotionOverride](API\\Runtime\\AnimGraphRuntime\\FRootMotionOverride) > & RootMotion, float InFromPosition, float InToPosition, float Weight, bool bFireNotifies, [UMirrorDataTable](API\\Runtime\\Engine\\Animation\\UMirrorDataTable) * InMirrorDataTable )", "variables": []} {"className": "FAnimSequencerInstanceProxy::UpdateAnimTrackWithRootMotion", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimSequencerInstanceProxy.h", "description": "Deprecated* Please use the UpdateAnimTrackWithRootMotion that takes a MirrorDataTable", "module": "AnimGraphRuntime", "code": "void UpdateAnimTrackWithRootMotion ( [UAnimSequenceBase](API\\Runtime\\Engine\\Animation\\UAnimSequenceBase) * InAnimSequence, int32 SequenceId, const [TOptional](API\\Runtime\\Core\\IO\\TOptional)< [FRootMotionOverride](API\\Runtime\\AnimGraphRuntime\\FRootMotionOverride) > & RootMotion, float InFromPosition, float InToPosition, float Weight, bool bFireNotifies )", "variables": []} {"className": "FAnimSequencerInstanceProxy::FAnimSequencerInstanceProxy", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimSequencerInstanceProxy.h", "description": "", "module": "AnimGraphRuntime", "code": "FAnimSequencerInstanceProxy()", "variables": []} {"className": "FAnimSequencerInstanceProxy::FAnimSequencerInstanceProxy", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimSequencerInstanceProxy.h", "description": "", "module": "AnimGraphRuntime", "code": "FAnimSequencerInstanceProxy ( [UAnimInstance](API\\Runtime\\Engine\\Animation\\UAnimInstance) * InAnimInstance )", "variables": []} {"className": "FAnimSequencerInstanceProxy::~FAnimSequencerInstanceProxy", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimSequencerInstanceProxy.h", "description": "", "module": "AnimGraphRuntime", "code": "virtual ~FAnimSequencerInstanceProxy()", "variables": []} {"className": "FAnimSequencerInstanceProxy", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimSequencerInstanceProxy.h", "description": "Proxy override for this UAnimInstance-derived class", "module": "AnimGraphRuntime", "code": "struct FAnimSequencerInstanceProxy : public [FAnimInstanceProxy](API\\Runtime\\Engine\\Animation\\FAnimInstanceProxy)", "variables": [{"type": "FAnimNode_Multi...", "name": "AdditiveBlendNode", "description": ""}, {"type": "FAnimNode_Multi...", "name": "FullBodyBlendNode", "description": ""}, {"type": "TOptional< FTra...", "name": "InitialTransform", "description": ""}, {"type": "TOptional< FTra...", "name": "RootBoneTransform", "description": ""}, {"type": "TOptional", "name": "Velocities", "description": ""}]} {"className": "FRootMotionOverride::FRootMotionOverride", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimSequencerInstanceProxy.h", "description": "", "module": "AnimGraphRuntime", "code": "FRootMotionOverride()", "variables": []} {"className": "FRotationRetargetingInfo::FRotationRetargetingInfo", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/CommonAnimationTypes.h", "description": "Default constructor", "module": "AnimGraphRuntime", "code": "FRotationRetargetingInfo ( bool bInEnabled )", "variables": []} {"className": "FRootMotionOverride", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimSequencerInstanceProxy.h", "description": "Optional Override To Specify RootMotion", "module": "AnimGraphRuntime", "code": "struct FRootMotionOverride", "variables": [{"type": "bool", "name": "bBlendFirstChildOfRoot", "description": "If true we use the ChildBoneIndex otherwise we use the root"}, {"type": "int32", "name": "ChildBoneIndex", "description": ""}, {"type": "FTransform", "name": "PreviousTransform", "description": ""}, {"type": "FTransform", "name": "RootMotion", "description": ""}]} {"className": "FRotationRetargetingInfo", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/CommonAnimationTypes.h", "description": "TheFRotationRetargetingInfois used to provide all of the settings required to perform rotational retargeting on a single transform.", "module": "AnimGraphRuntime", "code": "struct FRotationRetargetingInfo", "variables": [{"type": "bool", "name": "bClamp", "description": "If set to true the value for the easing will be clamped between 0.0 and 1.0."}, {"type": "bool", "name": "bEnabled", "description": "Set to true this enables retargeting."}, {"type": "bool", "name": "bFlipEasing", "description": "If set to true the interpolation value for the easing will be flipped (1.0 - Value)"}, {"type": "bool", "name": "bUseAbsoluteAngle", "description": "If set to true the angle will be always positive, thus resulting in mirrored rotation both ways."}, {"type": "FRuntimeFloatCu...", "name": "CustomCurve", "description": "Custom curve mapping to apply if bApplyCustomCurve is true"}, {"type": "EEasingFuncType", "name": "EasingType", "description": "The easing to use - pick linear if you don't want to apply any easing."}, {"type": "float", "name": "EasingWeight", "description": "The amount of easing to apply (value should be 0.0 to 1.0)"}, {"type": "ERotationCompon...", "name": "RotationComponent", "description": "The rotation component to perform retargeting with."}, {"type": "FTransform", "name": "Source", "description": "The source transform of the frame of reference. The rotation is made relative to this space."}, {"type": "float", "name": "SourceMaximum", "description": "The maximum value of the source angle in degrees."}, {"type": "float", "name": "SourceMinimum", "description": "The minimum value of the source angle in degrees."}, {"type": "FTransform", "name": "Target", "description": "The target transform to project the rotation. In most cases this is the same as Source."}, {"type": "float", "name": "TargetMaximum", "description": "The target value of the target angle in degrees (can be the same as SourceMaximum)"}, {"type": "float", "name": "TargetMinimum", "description": "The minimum value of the target angle in degrees (can be the same as SourceMinimum)"}, {"type": "FVector", "name": "TwistAxis", "description": "In case the rotation component is SwingAngle or TwistAngle this vector is used as the twist axis."}]} {"className": "FSequenceEvaluatorReference", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/SequenceEvaluatorLibrary.h", "description": "", "module": "AnimGraphRuntime", "code": "struct FSequenceEvaluatorReference : public [FAnimNodeReference](API\\Runtime\\Engine\\Animation\\FAnimNodeReference)", "variables": []} {"className": "FInternalNodeType", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/SequenceEvaluatorLibrary.h", "description": "", "module": "AnimGraphRuntime", "code": "typedef [FAnimNode_SequenceEvaluator](API\\Runtime\\AnimGraphRuntime\\AnimNodes\\FAnimNode_SequenceEvaluator) FInternalNodeType", "variables": []} {"className": "FInternalNodeType", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/SequencePlayerLibrary.h", "description": "", "module": "AnimGraphRuntime", "code": "typedef [FAnimNode_SequencePlayer](API\\Runtime\\Engine\\Animation\\FAnimNode_SequencePlayer) FInternalNodeType", "variables": []} {"className": "FSequencePlayerReference", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/SequencePlayerLibrary.h", "description": "", "module": "AnimGraphRuntime", "code": "struct FSequencePlayerReference : public [FAnimNodeReference](API\\Runtime\\Engine\\Animation\\FAnimNodeReference)", "variables": []} {"className": "FSequencerPlayerAnimSequence::GetTypeId", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimSequencerInstanceProxy.h", "description": "", "module": "AnimGraphRuntime", "code": "static const [FName](API\\Runtime\\Core\\UObject\\FName) & GetTypeId()", "variables": []} {"className": "FSequencerPlayerAnimSequence::IsOfTypeImpl", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimSequencerInstanceProxy.h", "description": "Checks whether this drag and drop operation can cast safely to the specified type.", "module": "AnimGraphRuntime", "code": "virtual bool IsOfTypeImpl ( const [FName](API\\Runtime\\Core\\UObject\\FName) & Type ) const", "variables": []} {"className": "FSequencerPlayerAnimSequence", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimSequencerInstanceProxy.h", "description": "Player type that evaluates a sequence-specifiedUAnimSequence", "module": "AnimGraphRuntime", "code": "struct FSequencerPlayerAnimSequence : public [FSequencerPlayerBase](API\\Runtime\\AnimGraphRuntime\\FSequencerPlayerBase)", "variables": [{"type": "FAnimNode_Seque...", "name": "PlayerNode", "description": ""}, {"type": "TOptional bool IsOfType() const", "variables": []} {"className": "FSequencerPlayerBase::IsOfTypeImpl", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimSequencerInstanceProxy.h", "description": "Checks whether this drag and drop operation can cast safely to the specified type.", "module": "AnimGraphRuntime", "code": "virtual bool IsOfTypeImpl ( const [FName](API\\Runtime\\Core\\UObject\\FName) & Type ) const", "variables": []} {"className": "FSequencerPlayerBase::FSequencerPlayerBase", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimSequencerInstanceProxy.h", "description": "", "module": "AnimGraphRuntime", "code": "FSequencerPlayerBase()", "variables": []} {"className": "FSequencerPlayerBase::~FSequencerPlayerBase", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimSequencerInstanceProxy.h", "description": "Virtual destructor.", "module": "AnimGraphRuntime", "code": "virtual ~FSequencerPlayerBase()", "variables": []} {"className": "FSequencerPlayerBase", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimSequencerInstanceProxy.h", "description": "Base class for all 'players' that can attach to and be blended into a sequencer instance's output", "module": "AnimGraphRuntime", "code": "struct FSequencerPlayerBase", "variables": [{"type": "bool", "name": "bAdditive", "description": "Whether this pose is additive or not"}, {"type": "int32", "name": "PoseIndex", "description": "Indexof this players pose in the set of blend slots"}]} {"className": "FInternalNodeType", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/SkeletalControlLibrary.h", "description": "", "module": "AnimGraphRuntime", "code": "typedef [FAnimNode_SkeletalControlBase](API\\Runtime\\AnimGraphRuntime\\BoneControllers\\FAnimNode_SkeletalControlBase) FInternalNodeType", "variables": []} {"className": "FSkeletalControlReference", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/SkeletalControlLibrary.h", "description": "", "module": "AnimGraphRuntime", "code": "struct FSkeletalControlReference : public [FAnimNodeReference](API\\Runtime\\Engine\\Animation\\FAnimNodeReference)", "variables": []} {"className": "ISequencerAnimationSupport::ConstructNodes", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/SequencerAnimationSupport.h", "description": "Construct all nodes in this instance", "module": "AnimGraphRuntime", "code": "void ConstructNodes&40;&41;", "variables": []} {"className": "ISequencerAnimationSupport::DoesSupportDifferentSourceAnimInstance", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/SequencerAnimationSupport.h", "description": "", "module": "AnimGraphRuntime", "code": "bool DoesSupportDifferentSourceAnimInstance&40;&41; const", "variables": []} {"className": "ISequencerAnimationSupport::GetSourceAnimInstance", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/SequencerAnimationSupport.h", "description": "Source Animation Getter for the support of the Sequencer Animation Track interface", "module": "AnimGraphRuntime", "code": "UAnimInstance &42; GetSourceAnimInstance&40;&41;", "variables": []} {"className": "ISequencerAnimationSupport::ResetNodes", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/SequencerAnimationSupport.h", "description": "Reset all nodes in this instance", "module": "AnimGraphRuntime", "code": "void ResetNodes&40;&41;", "variables": []} {"className": "ISequencerAnimationSupport::ResetPose", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/SequencerAnimationSupport.h", "description": "Reset the pose for this instance", "module": "AnimGraphRuntime", "code": "void ResetPose&40;&41;", "variables": []} {"className": "ISequencerAnimationSupport::SavePose", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/SequencerAnimationSupport.h", "description": "Saved the named pose to restore after", "module": "AnimGraphRuntime", "code": "void SavePose&40;&41;", "variables": []} {"className": "ISequencerAnimationSupport::SetSourceAnimInstance", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/SequencerAnimationSupport.h", "description": "", "module": "AnimGraphRuntime", "code": "void SetSourceAnimInstance &40; UAnimInstance &42; SourceAnimInstance &41;", "variables": []} {"className": "ISequencerAnimationSupport::UpdateAnimTrack", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/SequencerAnimationSupport.h", "description": "Update an animation sequence player in this instance", "module": "AnimGraphRuntime", "code": "void UpdateAnimTrack &40; UAnimSequenceBase &42; InAnimSequence, int32 SequenceId, float InPosition, float Weight, bool bFireNotifies &41;", "variables": []} {"className": "ISequencerAnimationSupport::UpdateAnimTrack", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/SequencerAnimationSupport.h", "description": "", "module": "AnimGraphRuntime", "code": "void UpdateAnimTrack &40; UAnimSequenceBase &42; InAnimSequence, int32 SequenceId, float InFromPosition, float InToPosition, float Weight, bool bFireNotifies &41;", "variables": []} {"className": "ISequencerAnimationSupport", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/SequencerAnimationSupport.h", "description": "", "module": "AnimGraphRuntime", "code": "class ISequencerAnimationSupport", "variables": []} {"className": "FRBFEntry::AddFromRotator", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/RBF/RBFSolver.h", "description": "Set this entry to 3 floats from supplied rotator", "module": "AnimGraphRuntime", "code": "void AddFromRotator ( const FRotator & InRot )", "variables": []} {"className": "FRBFEntry::AddFromVector", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/RBF/RBFSolver.h", "description": "Set this entry to 3 floats from supplied vector", "module": "AnimGraphRuntime", "code": "void AddFromVector ( const FVector & InVector )", "variables": []} {"className": "FRBFEntry::AsQuat", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/RBF/RBFSolver.h", "description": "Return a target as a quaternion, assuming Values is a sequence of Euler entries.Indexis which Euler to convert.", "module": "AnimGraphRuntime", "code": "FQuat AsQuat ( int32 Index ) const", "variables": []} {"className": "FRBFEntry::AsRotator", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/RBF/RBFSolver.h", "description": "Return a target as an rotator, assuming Values is a sequence of Euler entries.Indexis which Euler to convert.", "module": "AnimGraphRuntime", "code": "FRotator AsRotator ( int32 Index ) const", "variables": []} {"className": "FRBFEntry::AsVector", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/RBF/RBFSolver.h", "description": "", "module": "AnimGraphRuntime", "code": "FVector AsVector ( int32 Index ) const", "variables": []} {"className": "FRBFEntry::GetDimensions", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/RBF/RBFSolver.h", "description": "Return dimensionality of this target", "module": "AnimGraphRuntime", "code": "int32 GetDimensions() const", "variables": []} {"className": "FRBFEntry", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/RBF/RBFSolver.h", "description": "Struct storing a particular entry within the RBF", "module": "AnimGraphRuntime", "code": "struct FRBFEntry", "variables": [{"type": "TArray< float >", "name": "Values", "description": "Set of values for this target, size must be TargetDimensions"}]} {"className": "FRBFInterpolatorBase::SetUpperKernel", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/RBF/RBFInterpolator.h", "description": "", "module": "AnimGraphRuntime", "code": "bool SetUpperKernel ( const [TArrayView](API\\Runtime\\Core\\Containers\\TArrayView)< float > & UpperKernel, int32 Size )", "variables": []} {"className": "FRBFInterpolatorBase", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/RBF/RBFInterpolator.h", "description": "An implementation detail for the RBF interpolator to hide the use of Eigen from components outside AnimGraphRuntime.", "module": "AnimGraphRuntime", "code": "class FRBFInterpolatorBase", "variables": [{"type": "bool", "name": "bIsValid", "description": ""}, {"type": "TArray< float >", "name": "Coeffs", "description": "A square matrix of the solved coefficients."}]} {"className": "FRBFOutputWeight::FRBFOutputWeight", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/RBF/RBFSolver.h", "description": "", "module": "AnimGraphRuntime", "code": "FRBFOutputWeight()", "variables": []} {"className": "FRBFOutputWeight::FRBFOutputWeight", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/RBF/RBFSolver.h", "description": "", "module": "AnimGraphRuntime", "code": "FRBFOutputWeight ( int32 InTargetIndex, float InTargetWeight )", "variables": []} {"className": "FRBFOutputWeight", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/RBF/RBFSolver.h", "description": "Struct for storing RBF results - target index and corresponding weight", "module": "AnimGraphRuntime", "code": "struct FRBFOutputWeight", "variables": [{"type": "int32", "name": "TargetIndex", "description": "Indexof target"}, {"type": "float", "name": "TargetWeight", "description": "Weight of target"}]} {"className": "FRBFParams::GetTwistAxisVector", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/RBF/RBFSolver.h", "description": "Util for returning unit direction vector for swing axis", "module": "AnimGraphRuntime", "code": "FVector GetTwistAxisVector() const", "variables": []} {"className": "FRBFParams::FRBFParams", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/RBF/RBFSolver.h", "description": "", "module": "AnimGraphRuntime", "code": "FRBFParams()", "variables": []} {"className": "FRBFParams", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/RBF/RBFSolver.h", "description": "Parameters used by RBF solver", "module": "AnimGraphRuntime", "code": "struct FRBFParams", "variables": [{"type": "bool", "name": "bAutomaticRadius", "description": "Automatically pick the radius based on the average distance between targets"}, {"type": "ERBFDistanceMet...", "name": "DistanceMethod", "description": ""}, {"type": "ERBFFunctionTyp...", "name": "Function", "description": ""}, {"type": "float", "name": "MedianMax", "description": "Maximum distance used for median"}, {"type": "float", "name": "MedianMin", "description": "Minimum distance used for median"}, {"type": "FVector", "name": "MedianReference", "description": "Rotation or position of median (used for normalization)"}, {"type": "ERBFNormalizeMe...", "name": "NormalizeMethod", "description": "Method to use for normalizing the weight"}, {"type": "float", "name": "Radius", "description": "Default radius for each target."}, {"type": "ERBFSolverType", "name": "SolverType", "description": "Specifies the type of solver to use."}, {"type": "int32", "name": "TargetDimensions", "description": "How many dimensions input data has"}, {"type": "TEnumAsByte< EB...", "name": "TwistAxis", "description": "Axis to use when DistanceMethod is SwingAngle"}, {"type": "float", "name": "WeightThreshold", "description": "Weight below which we shouldn't bother returning a contribution from a target"}]} {"className": "FRBFSolver::FindDistanceBetweenEntries", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/RBF/RBFSolver.h", "description": "Util to find distance between two entries, using provided params", "module": "AnimGraphRuntime", "code": "static float FindDistanceBetweenEntries ( const [FRBFEntry](API\\Runtime\\AnimGraphRuntime\\RBF\\FRBFEntry) & A, const [FRBFEntry](API\\Runtime\\AnimGraphRuntime\\RBF\\FRBFEntry) & B, const [FRBFParams](API\\Runtime\\AnimGraphRuntime\\RBF\\FRBFParams) & Params, ERBFDistanceMethod OverrideMethod )", "variables": []} {"className": "FRBFSolver::FindTargetNeighbourDistances", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/RBF/RBFSolver.h", "description": "Util to find distance to nearest neighbour target for each target", "module": "AnimGraphRuntime", "code": "static bool FindTargetNeighbourDistances ( const [FRBFParams](API\\Runtime\\AnimGraphRuntime\\RBF\\FRBFParams) & Params, const [TArray](API\\Runtime\\Core\\Containers\\TArray)< [FRBFTarget](API\\Runtime\\AnimGraphRuntime\\RBF\\FRBFTarget) > & Targets, [TArray](API\\Runtime\\Core\\Containers\\TArray)< float > & NeighbourDists )", "variables": []} {"className": "FRBFSolver::GetRadiusForTarget", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/RBF/RBFSolver.h", "description": "Returns the radius for a given target", "module": "AnimGraphRuntime", "code": "static float GetRadiusForTarget ( const [FRBFTarget](API\\Runtime\\AnimGraphRuntime\\RBF\\FRBFTarget) & Target, const [FRBFParams](API\\Runtime\\AnimGraphRuntime\\RBF\\FRBFParams) & Params )", "variables": []} {"className": "FRBFSolver::InitSolver", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/RBF/RBFSolver.h", "description": "Given a set of targets and new input entry, give list of activated targets with weights", "module": "AnimGraphRuntime", "code": "static [TSharedPtr](API\\Runtime\\Core\\Templates\\TSharedPtr)< const FRBFSolverData > InitSolver ( const [FRBFParams](API\\Runtime\\AnimGraphRuntime\\RBF\\FRBFParams) & Params, const [TArray](API\\Runtime\\Core\\Containers\\TArray)< [FRBFTarget](API\\Runtime\\AnimGraphRuntime\\RBF\\FRBFTarget) > & Targets )", "variables": []} {"className": "FRBFSolver::IsSolverDataValid", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/RBF/RBFSolver.h", "description": "", "module": "AnimGraphRuntime", "code": "static bool IsSolverDataValid ( const FRBFSolverData & SolverData, const [FRBFParams](API\\Runtime\\AnimGraphRuntime\\RBF\\FRBFParams) & Params, const [TArray](API\\Runtime\\Core\\Containers\\TArray)< [FRBFTarget](API\\Runtime\\AnimGraphRuntime\\RBF\\FRBFTarget) > & Targets )", "variables": []} {"className": "FRBFSolver::ValidateTargets", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/RBF/RBFSolver.h", "description": "Given a list of targets, verify which ones are valid for solving the RBF setup. This is mostly about removing identical targets which invalidates the interpolative solver. Returns true if all targets are valid.", "module": "AnimGraphRuntime", "code": "static bool ValidateTargets ( const [FRBFParams](API\\Runtime\\AnimGraphRuntime\\RBF\\FRBFParams) & Params, const [TArray](API\\Runtime\\Core\\Containers\\TArray)< [FRBFTarget](API\\Runtime\\AnimGraphRuntime\\RBF\\FRBFTarget) > & Targets, [TArray](API\\Runtime\\Core\\Containers\\TArray)< int > & InvalidTargets )", "variables": []} {"className": "FRBFSolver", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/RBF/RBFSolver.h", "description": "Library of Radial Basis Function solver functions", "module": "AnimGraphRuntime", "code": "struct FRBFSolver", "variables": []} {"className": "FRBFTarget::FRBFTarget", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/RBF/RBFSolver.h", "description": "", "module": "AnimGraphRuntime", "code": "FRBFTarget()", "variables": []} {"className": "FRBFSolver::GetOptimalRadiusForTargets", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/RBF/RBFSolver.h", "description": "Compute the optimal radius for the given targets. Returns the radius", "module": "AnimGraphRuntime", "code": "static float GetOptimalRadiusForTargets ( const [FRBFParams](API\\Runtime\\AnimGraphRuntime\\RBF\\FRBFParams) & Params, const [TArray](API\\Runtime\\Core\\Containers\\TArray)< [FRBFTarget](API\\Runtime\\AnimGraphRuntime\\RBF\\FRBFTarget) > & Targets )", "variables": []} {"className": "FRBFSolver::Solve", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/RBF/RBFSolver.h", "description": "Given a set of targets and new input entry, give list of activated targets with weights", "module": "AnimGraphRuntime", "code": "static void Solve ( const FRBFSolverData & SolverData, const [FRBFParams](API\\Runtime\\AnimGraphRuntime\\RBF\\FRBFParams) & Params, const [TArray](API\\Runtime\\Core\\Containers\\TArray)< [FRBFTarget](API\\Runtime\\AnimGraphRuntime\\RBF\\FRBFTarget) > & Targets, const [FRBFEntry](API\\Runtime\\AnimGraphRuntime\\RBF\\FRBFEntry) & Input, [TArray](API\\Runtime\\Core\\Containers\\TArray)< [FRBFOutputWeight](API\\Runtime\\AnimGraphRuntime\\RBF\\FRBFOutputWeight) > & OutputWeights )", "variables": []} {"className": "FRBFTarget", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/RBF/RBFSolver.h", "description": "Data about a particular target in the RBF, including scaling factor", "module": "AnimGraphRuntime", "code": "struct FRBFTarget : public [FRBFEntry](API\\Runtime\\AnimGraphRuntime\\RBF\\FRBFEntry)", "variables": [{"type": "bool", "name": "bApplyCustomCurve", "description": "Whether we want to apply an additional custom curve when activating this target."}, {"type": "FRichCurve", "name": "CustomCurve", "description": "Custom curve to apply to activation of this target, if bApplyCustomCurve is true."}, {"type": "ERBFDistanceMet...", "name": "DistanceMethod", "description": "Override the distance method used to calculate the distance from this target to the input."}, {"type": "ERBFFunctionTyp...", "name": "FunctionType", "description": "Override the falloff function used to smooth the distance from this target to the input."}, {"type": "float", "name": "ScaleFactor", "description": "How large the influence of this target."}]} {"className": "RBFDistanceMetric::ArcLength", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/RBF/RBFInterpolator.h", "description": "Returns the arc length between two unit vectors (i.e. the distance between two points on a unit sphere, traveling along the surface of the sphere)", "module": "AnimGraphRuntime", "code": "namespace RBFDistanceMetric { static double RBFDistanceMetric::ArcLength ( const FVector & A, const FVector B ) }", "variables": []} {"className": "RBFDistanceMetric::ArcLength", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/RBF/RBFInterpolator.h", "description": "Returns the arc-length distance, on a unit sphere, between two quaternions.", "module": "AnimGraphRuntime", "code": "namespace RBFDistanceMetric { static double RBFDistanceMetric::ArcLength ( const FQuat & A, const FQuat & B ) }", "variables": []} {"className": "RBFDistanceMetric::ArcLength", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/RBF/RBFInterpolator.h", "description": "Returns the arc-length distance, on a unit sphere, between two rotation vectors.", "module": "AnimGraphRuntime", "code": "namespace RBFDistanceMetric { static double RBFDistanceMetric::ArcLength ( const FRotator & A, const FRotator & B ) }", "variables": []} {"className": "RBFDistanceMetric::Euclidean", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/RBF/RBFInterpolator.h", "description": "Returns the Euclidean (L2) distance between two coordinate vectors.", "module": "AnimGraphRuntime", "code": "namespace RBFDistanceMetric { static double RBFDistanceMetric::Euclidean ( const FVector & A, const FVector & B ) }", "variables": []} {"className": "RBFDistanceMetric::Euclidean", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/RBF/RBFInterpolator.h", "description": "Returns a straight-up Euclidean distance between two rotation values expressed in radians.", "module": "AnimGraphRuntime", "code": "namespace RBFDistanceMetric { static double RBFDistanceMetric::Euclidean ( const FRotator & A, const FRotator & B ) }", "variables": []} {"className": "RBFDistanceMetric::Euclidean", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/RBF/RBFInterpolator.h", "description": "Returns the Euclidean (L2) distance between two quaternion values expressed.", "module": "AnimGraphRuntime", "code": "namespace RBFDistanceMetric { static double RBFDistanceMetric::Euclidean ( const FQuat & A, const FQuat & B ) }", "variables": []} {"className": "RBFDistanceMetric::Manhattan", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/RBF/RBFInterpolator.h", "description": "Returns the Manhattan (L1), or Taxi-cab distance between two coordinate vectors.", "module": "AnimGraphRuntime", "code": "namespace RBFDistanceMetric { static double RBFDistanceMetric::Manhattan ( const FVector & A, const FVector & B ) }", "variables": []} {"className": "RBFDistanceMetric::SwingAngle", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/RBF/RBFInterpolator.h", "description": "Returns the swing arc length distance between two quaternions, using a specific twist basis vector as reference.", "module": "AnimGraphRuntime", "code": "namespace RBFDistanceMetric { static double RBFDistanceMetric::SwingAngle ( const FQuat & A, const FQuat & B, const FVector & TwistAxis ) }", "variables": []} {"className": "RBFDistanceMetric::TwistAngle", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/RBF/RBFInterpolator.h", "description": "Returns the twist arc length distance between two quaternions, using a specific twist basis vector as reference.", "module": "AnimGraphRuntime", "code": "namespace RBFDistanceMetric { static double RBFDistanceMetric::TwistAngle ( const FQuat & A, const FQuat & B, const FVector & TwistAxis ) }", "variables": []} {"className": "RBFKernel::Cubic", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/RBF/RBFInterpolator.h", "description": "A cubic falloff, with identical clamping behavior to the linear falloff, but with a smooth peak", "module": "AnimGraphRuntime", "code": "namespace RBFKernel { static float RBFKernel::Cubic ( float Value, float Sigma ) }", "variables": []} {"className": "RBFKernel::Linear", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/RBF/RBFInterpolator.h", "description": "A simple linear falloff, clamping at zero out when the norm of Value exceeds Sigma", "module": "AnimGraphRuntime", "code": "namespace RBFKernel { static float RBFKernel::Linear ( float Value, float Sigma ) }", "variables": []} {"className": "RBFKernel::Exponential", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/RBF/RBFInterpolator.h", "description": "An exponential falloff with a sharp peak", "module": "AnimGraphRuntime", "code": "namespace RBFKernel { static float RBFKernel::Exponential ( float Value, float Sigma ) }", "variables": []} {"className": "RBFKernel::Gaussian", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/RBF/RBFInterpolator.h", "description": "A gaussian falloff", "module": "AnimGraphRuntime", "code": "namespace RBFKernel { static float RBFKernel::Gaussian ( float Value, float Sigma ) }", "variables": []} {"className": "RBFKernel::Quintic", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/RBF/RBFInterpolator.h", "description": "A quintic falloff, with identical clamping behavior to the linear falloff, but with a flatter peak than cubic", "module": "AnimGraphRuntime", "code": "namespace RBFKernel { static float RBFKernel::Quintic ( float Value, float Sigma ) }", "variables": []} {"className": "TRBFInterpolator::GetIdenticalNodePairs", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/RBF/RBFInterpolator.h", "description": "Returns a list of integer pairs indicating which distinct pair of nodes have the same weight as a pair of the same node. These result in an ill-formed coefficient matrix which kills the interpolation. The user can then either simply remove one of the pairs and retry, or warn the user that they have an invalid setup.", "module": "AnimGraphRuntime", "code": "static bool GetIdenticalNodePairs ( const [TArrayView](API\\Runtime\\Core\\Containers\\TArrayView)< T > & InNodes, [WeightFuncT](API\\Runtime\\AnimGraphRuntime\\RBF\\TRBFInterpolator\\WeightFuncT) InWeightFunc, [TArray](API\\Runtime\\Core\\Containers\\TArray)< [TTuple](API\\Runtime\\Core\\Misc\\TTuple)< int, int >> & OutInvalidPairs )", "variables": []} {"className": "TRBFInterpolator::operator=", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/RBF/RBFInterpolator.h", "description": "", "module": "AnimGraphRuntime", "code": "[TRBFInterpolator](API\\Runtime\\AnimGraphRuntime\\RBF\\TRBFInterpolator)< T > & operator= ( const [TRBFInterpolator](API\\Runtime\\AnimGraphRuntime\\RBF\\TRBFInterpolator)< T > & )", "variables": []} {"className": "TRBFInterpolator::Interpolate", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/RBF/RBFInterpolator.h", "description": "Given a value, compute the weight values to use to calculate each node's contribution to that value's location.", "module": "AnimGraphRuntime", "code": "template void Interpolate ( [TArray](API\\Runtime\\Core\\Containers\\TArray)< float, InAllocator > & OutWeights, const U & Value, bool bClip, bool bNormalize ) const", "variables": []} {"className": "TRBFInterpolator::operator=", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/RBF/RBFInterpolator.h", "description": "", "module": "AnimGraphRuntime", "code": "[TRBFInterpolator](API\\Runtime\\AnimGraphRuntime\\RBF\\TRBFInterpolator)< T > & operator= ( [TRBFInterpolator](API\\Runtime\\AnimGraphRuntime\\RBF\\TRBFInterpolator)< T > && )", "variables": []} {"className": "WeightFuncT", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/RBF/RBFInterpolator.h", "description": "", "module": "AnimGraphRuntime", "code": "typedef [TFunction](API\\Runtime\\Core\\GenericPlatform\\TFunction)< float(const T &A, const T &B)> WeightFuncT", "variables": []} {"className": "TRBFInterpolator::TRBFInterpolator", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/RBF/RBFInterpolator.h", "description": "", "module": "AnimGraphRuntime", "code": "TRBFInterpolator()", "variables": []} {"className": "TRBFInterpolator::TRBFInterpolator", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/RBF/RBFInterpolator.h", "description": "", "module": "AnimGraphRuntime", "code": "TRBFInterpolator ( const [TRBFInterpolator](API\\Runtime\\AnimGraphRuntime\\RBF\\TRBFInterpolator)< T > & )", "variables": []} {"className": "TRBFInterpolator::TRBFInterpolator", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/RBF/RBFInterpolator.h", "description": "", "module": "AnimGraphRuntime", "code": "TRBFInterpolator ( [TRBFInterpolator](API\\Runtime\\AnimGraphRuntime\\RBF\\TRBFInterpolator)< T > && )", "variables": []} {"className": "TRBFInterpolator::TRBFInterpolator", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/RBF/RBFInterpolator.h", "description": "Construct an RBF interpolator, taking in a set of sparse nodes and a symmetric weighing function that computes the distance between two nodes, and, optionally, smooths the distance with a smoothing kernel.", "module": "AnimGraphRuntime", "code": "TRBFInterpolator ( const [TArrayView](API\\Runtime\\Core\\Containers\\TArrayView)< T > & InNodes, [WeightFuncT](API\\Runtime\\AnimGraphRuntime\\RBF\\TRBFInterpolator\\WeightFuncT) InWeightFunc )", "variables": []} {"className": "TRBFInterpolator", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/RBF/RBFInterpolator.h", "description": "", "module": "AnimGraphRuntime", "code": "template class TRBFInterpolator : public [FRBFInterpolatorBase](API\\Runtime\\AnimGraphRuntime\\RBF\\FRBFInterpolatorBase)", "variables": []} {"className": "UAnimationStateMachineLibrary::ConvertToAnimationStateResult", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimationStateMachineLibrary.h", "description": "Get an anim state reference from an anim node reference", "module": "AnimGraphRuntime", "code": "static void ConvertToAnimationStateResult ( const [FAnimNodeReference](API\\Runtime\\Engine\\Animation\\FAnimNodeReference) & Node, [FAnimationStateResultReference](API\\Runtime\\AnimGraphRuntime\\FAnimationStateResultReference) & AnimationState, EAnimNodeReferenceConversionResult & Result )", "variables": []} {"className": "UAnimationStateMachineLibrary::ConvertToAnimationStateResultPure", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimationStateMachineLibrary.h", "description": "Get an anim state reference from an anim node reference (pure)", "module": "AnimGraphRuntime", "code": "static void ConvertToAnimationStateResultPure ( const [FAnimNodeReference](API\\Runtime\\Engine\\Animation\\FAnimNodeReference) & Node, [FAnimationStateResultReference](API\\Runtime\\AnimGraphRuntime\\FAnimationStateResultReference) & AnimationState, bool & Result )", "variables": []} {"className": "UAnimationStateMachineLibrary::ConvertToAnimationStateMachine", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimationStateMachineLibrary.h", "description": "Get an anim state machine from an anim node reference", "module": "AnimGraphRuntime", "code": "static void ConvertToAnimationStateMachine ( const [FAnimNodeReference](API\\Runtime\\Engine\\Animation\\FAnimNodeReference) & Node, [FAnimationStateMachineReference](API\\Runtime\\AnimGraphRuntime\\FAnimationStateMachineReference) & AnimationState, EAnimNodeReferenceConversionResult & Result )", "variables": []} {"className": "UAnimationStateMachineLibrary::ConvertToAnimationStateMachinePure", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimationStateMachineLibrary.h", "description": "Get an anim state machine from an anim node reference (pure)", "module": "AnimGraphRuntime", "code": "static void ConvertToAnimationStateMachinePure ( const [FAnimNodeReference](API\\Runtime\\Engine\\Animation\\FAnimNodeReference) & Node, [FAnimationStateMachineReference](API\\Runtime\\AnimGraphRuntime\\FAnimationStateMachineReference) & AnimationState, bool & Result )", "variables": []} {"className": "UAnimationStateMachineLibrary::GetRelevantAnimTimeRemaining", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimationStateMachineLibrary.h", "description": "Returns the remaining animation time of the state's most relevant asset player", "module": "AnimGraphRuntime", "code": "static float GetRelevantAnimTimeRemaining ( const [FAnimUpdateContext](API\\Runtime\\Engine\\Animation\\FAnimUpdateContext) & UpdateContext, const [FAnimationStateResultReference](API\\Runtime\\AnimGraphRuntime\\FAnimationStateResultReference) & Node )", "variables": []} {"className": "UAnimationStateMachineLibrary::GetRelevantAnimTimeRemainingFraction", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimationStateMachineLibrary.h", "description": "Returns the remaining animation time as a fraction of the duration for the state's most relevant asset player", "module": "AnimGraphRuntime", "code": "static float GetRelevantAnimTimeRemainingFraction ( const [FAnimUpdateContext](API\\Runtime\\Engine\\Animation\\FAnimUpdateContext) & UpdateContext, const [FAnimationStateResultReference](API\\Runtime\\AnimGraphRuntime\\FAnimationStateResultReference) & Node )", "variables": []} {"className": "UAnimationStateMachineLibrary::IsStateBlendingIn", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimationStateMachineLibrary.h", "description": "Returns whether the state the node belongs to is blending in", "module": "AnimGraphRuntime", "code": "static bool IsStateBlendingIn ( const [FAnimUpdateContext](API\\Runtime\\Engine\\Animation\\FAnimUpdateContext) & UpdateContext, const [FAnimationStateResultReference](API\\Runtime\\AnimGraphRuntime\\FAnimationStateResultReference) & Node )", "variables": []} {"className": "UAnimationStateMachineLibrary::GetState", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimationStateMachineLibrary.h", "description": "Returns the name of the current state of this state machine", "module": "AnimGraphRuntime", "code": "static [FName](API\\Runtime\\Core\\UObject\\FName) GetState ( const [FAnimUpdateContext](API\\Runtime\\Engine\\Animation\\FAnimUpdateContext) & UpdateContext, const [FAnimationStateMachineReference](API\\Runtime\\AnimGraphRuntime\\FAnimationStateMachineReference) & Node )", "variables": []} {"className": "UAnimationStateMachineLibrary::IsStateBlendingOut", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimationStateMachineLibrary.h", "description": "Returns whether the state the node belongs to is blending out", "module": "AnimGraphRuntime", "code": "static bool IsStateBlendingOut ( const [FAnimUpdateContext](API\\Runtime\\Engine\\Animation\\FAnimUpdateContext) & UpdateContext, const [FAnimationStateResultReference](API\\Runtime\\AnimGraphRuntime\\FAnimationStateResultReference) & Node )", "variables": []} {"className": "UAnimationStateMachineLibrary::SetState", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimationStateMachineLibrary.h", "description": "Manually set the current state of the state machine NOTE: Custom blend type is not supported", "module": "AnimGraphRuntime", "code": "static void SetState ( const [FAnimUpdateContext](API\\Runtime\\Engine\\Animation\\FAnimUpdateContext) & UpdateContext, const [FAnimationStateMachineReference](API\\Runtime\\AnimGraphRuntime\\FAnimationStateMachineReference) & Node, [FName](API\\Runtime\\Core\\UObject\\FName) TargetState, float Duration, [TEnumAsByte](API\\Runtime\\Core\\Containers\\TEnumAsByte)< [ETransitionLogicType::Type](API\\Runtime\\Engine\\Animation\\ETransitionLogicType__Type) > BlendType, [UBlendProfile](API\\Runtime\\Engine\\Animation\\UBlendProfile) * BlendProfile, EAlphaBlendOption AlphaBlendOption, [UCurveFloat](API\\Runtime\\Engine\\Curves\\UCurveFloat) * CustomBlendCurve )", "variables": []} {"className": "UAnimationStateMachineLibrary", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimationStateMachineLibrary.h", "description": "Exposes operations to be performed on anim state machine node contexts.", "module": "AnimGraphRuntime", "code": "class UAnimationStateMachineLibrary : public [UBlueprintFunctionLibrary](API\\Runtime\\Engine\\Kismet\\UBlueprintFunctionLibrary)", "variables": []} {"className": "UAnimExecutionContextLibrary::ConvertToInitializationContext", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimExecutionContextLibrary.h", "description": "Convert to an initialization context", "module": "AnimGraphRuntime", "code": "static [FAnimInitializationContext](API\\Runtime\\Engine\\Animation\\FAnimInitializationContext) ConvertToInitializationContext ( const [FAnimExecutionContext](API\\Runtime\\Engine\\Animation\\FAnimExecutionContext) & Context, EAnimExecutionContextConversionResult & Result )", "variables": []} {"className": "UAnimExecutionContextLibrary::ConvertToComponentSpacePoseContext", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimExecutionContextLibrary.h", "description": "Convert to a component space pose context", "module": "AnimGraphRuntime", "code": "static [FAnimComponentSpacePoseContext](API\\Runtime\\Engine\\Animation\\FAnimComponentSpacePoseContext) ConvertToComponentSpacePoseContext ( const [FAnimExecutionContext](API\\Runtime\\Engine\\Animation\\FAnimExecutionContext) & Context, EAnimExecutionContextConversionResult & Result )", "variables": []} {"className": "UAnimExecutionContextLibrary::ConvertToPoseContext", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimExecutionContextLibrary.h", "description": "Convert to a pose context", "module": "AnimGraphRuntime", "code": "static [FAnimPoseContext](API\\Runtime\\Engine\\Animation\\FAnimPoseContext) ConvertToPoseContext ( const [FAnimExecutionContext](API\\Runtime\\Engine\\Animation\\FAnimExecutionContext) & Context, EAnimExecutionContextConversionResult & Result )", "variables": []} {"className": "UAnimExecutionContextLibrary::GetAnimInstance", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimExecutionContextLibrary.h", "description": "Get the anim instance that hosts this context", "module": "AnimGraphRuntime", "code": "static [UAnimInstance](API\\Runtime\\Engine\\Animation\\UAnimInstance) * GetAnimInstance ( const [FAnimExecutionContext](API\\Runtime\\Engine\\Animation\\FAnimExecutionContext) & Context )", "variables": []} {"className": "UAnimExecutionContextLibrary::GetAnimNodeReference", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimExecutionContextLibrary.h", "description": "Internal compiler use only - Get a reference to an anim node by index", "module": "AnimGraphRuntime", "code": "static [FAnimNodeReference](API\\Runtime\\Engine\\Animation\\FAnimNodeReference) GetAnimNodeReference ( [UAnimInstance](API\\Runtime\\Engine\\Animation\\UAnimInstance) * Instance, int32 Index )", "variables": []} {"className": "UAnimExecutionContextLibrary::GetCurrentWeight", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimExecutionContextLibrary.h", "description": "Get the current weight of this branch of the graph", "module": "AnimGraphRuntime", "code": "static float GetCurrentWeight ( const [FAnimUpdateContext](API\\Runtime\\Engine\\Animation\\FAnimUpdateContext) & Context )", "variables": []} {"className": "UAnimExecutionContextLibrary::GetDeltaTime", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimExecutionContextLibrary.h", "description": "Get the current delta time in seconds", "module": "AnimGraphRuntime", "code": "static float GetDeltaTime ( const [FAnimUpdateContext](API\\Runtime\\Engine\\Animation\\FAnimUpdateContext) & Context )", "variables": []} {"className": "UAnimExecutionContextLibrary::Prototype_ThreadSafeAnimNodeCall", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimExecutionContextLibrary.h", "description": "Prototype function for thread-safe anim node calls", "module": "AnimGraphRuntime", "code": "void Prototype_ThreadSafeAnimNodeCall ( const [FAnimExecutionContext](API\\Runtime\\Engine\\Animation\\FAnimExecutionContext) & Context, const [FAnimNodeReference](API\\Runtime\\Engine\\Animation\\FAnimNodeReference) & Node )", "variables": []} {"className": "UAnimExecutionContextLibrary::Prototype_ThreadSafeAnimUpdateCall", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimExecutionContextLibrary.h", "description": "Prototype function for thread-safe anim update calls", "module": "AnimGraphRuntime", "code": "void Prototype_ThreadSafeAnimUpdateCall ( const [FAnimUpdateContext](API\\Runtime\\Engine\\Animation\\FAnimUpdateContext) & Context, const [FAnimNodeReference](API\\Runtime\\Engine\\Animation\\FAnimNodeReference) & Node )", "variables": []} {"className": "UAnimExecutionContextLibrary", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimExecutionContextLibrary.h", "description": "Exposes operations to be performed on anim node contexts.", "module": "AnimGraphRuntime", "code": "class UAnimExecutionContextLibrary : public [UBlueprintFunctionLibrary](API\\Runtime\\Engine\\Kismet\\UBlueprintFunctionLibrary)", "variables": []} {"className": "UAnimExecutionContextLibrary::ConvertToUpdateContext", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimExecutionContextLibrary.h", "description": "Convert to an update context", "module": "AnimGraphRuntime", "code": "static [FAnimUpdateContext](API\\Runtime\\Engine\\Animation\\FAnimUpdateContext) ConvertToUpdateContext ( const [FAnimExecutionContext](API\\Runtime\\Engine\\Animation\\FAnimExecutionContext) & Context, EAnimExecutionContextConversionResult & Result )", "variables": []} {"className": "UAnimSequencerInstance::ConstructNodes", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimSequencerInstance.h", "description": "Construct all nodes in this instance", "module": "AnimGraphRuntime", "code": "virtual void ConstructNodes()", "variables": []} {"className": "UAnimSequencerInstance::DoesSupportDifferentSourceAnimInstance", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimSequencerInstance.h", "description": "", "module": "AnimGraphRuntime", "code": "virtual bool DoesSupportDifferentSourceAnimInstance() const", "variables": []} {"className": "UAnimSequencerInstance::GetSourceAnimInstance", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimSequencerInstance.h", "description": "Source Animation Getter for the support of the Sequencer Animation Track interface", "module": "AnimGraphRuntime", "code": "virtual [UAnimInstance](API\\Runtime\\Engine\\Animation\\UAnimInstance) * GetSourceAnimInstance()", "variables": []} {"className": "UAnimSequencerInstance::ResetNodes", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimSequencerInstance.h", "description": "Reset all nodes in this instance", "module": "AnimGraphRuntime", "code": "virtual void ResetNodes()", "variables": []} {"className": "UAnimSequencerInstance::ResetPose", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimSequencerInstance.h", "description": "Reset the pose for this instance", "module": "AnimGraphRuntime", "code": "virtual void ResetPose()", "variables": []} {"className": "UAnimSequencerInstance::SavePose", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimSequencerInstance.h", "description": "Saved the named pose to restore after", "module": "AnimGraphRuntime", "code": "virtual void SavePose()", "variables": []} {"className": "SequencerPoseName", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimSequencerInstance.h", "description": "", "module": "AnimGraphRuntime", "code": "static const [FName](API\\Runtime\\Core\\UObject\\FName) SequencerPoseName;", "variables": []} {"className": "UAnimSequencerInstance::SetSourceAnimInstance", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimSequencerInstance.h", "description": "", "module": "AnimGraphRuntime", "code": "virtual void SetSourceAnimInstance ( [UAnimInstance](API\\Runtime\\Engine\\Animation\\UAnimInstance) * SourceAnimInstance )", "variables": []} {"className": "UAnimSequencerInstance::UpdateAnimTrack", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimSequencerInstance.h", "description": "Update an animation sequence player in this instance", "module": "AnimGraphRuntime", "code": "virtual void UpdateAnimTrack ( [UAnimSequenceBase](API\\Runtime\\Engine\\Animation\\UAnimSequenceBase) * InAnimSequence, int32 SequenceId, float InFromPosition, float InToPosition, float Weight, bool bFireNotifies )", "variables": []} {"className": "UAnimSequencerInstance::UpdateAnimTrack", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimSequencerInstance.h", "description": "Update an animation sequence player in this instance", "module": "AnimGraphRuntime", "code": "virtual void UpdateAnimTrack ( [UAnimSequenceBase](API\\Runtime\\Engine\\Animation\\UAnimSequenceBase) * InAnimSequence, int32 SequenceId, float InPosition, float Weight, bool bFireNotifies )", "variables": []} {"className": "UAnimSequencerInstance::UpdateAnimTrackWithRootMotion", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimSequencerInstance.h", "description": "", "module": "AnimGraphRuntime", "code": "void UpdateAnimTrackWithRootMotion ( const [FAnimSequencerData](API\\Runtime\\AnimGraphRuntime\\FAnimSequencerData) & InAnimSequencerData )", "variables": []} {"className": "UAnimSequencerInstance::CreateAnimInstanceProxy", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimSequencerInstance.h", "description": "Override point for derived classes to create their own proxy objects (allows custom allocation)", "module": "AnimGraphRuntime", "code": "virtual [FAnimInstanceProxy](API\\Runtime\\Engine\\Animation\\FAnimInstanceProxy) * CreateAnimInstanceProxy()", "variables": []} {"className": "UAnimSequencerInstance::UpdateAnimTrackWithRootMotion", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimSequencerInstance.h", "description": "Update with Root Motion", "module": "AnimGraphRuntime", "code": "void UpdateAnimTrackWithRootMotion ( [UAnimSequenceBase](API\\Runtime\\Engine\\Animation\\UAnimSequenceBase) * InAnimSequence, int32 SequenceId, const [TOptional](API\\Runtime\\Core\\IO\\TOptional)< [FRootMotionOverride](API\\Runtime\\AnimGraphRuntime\\FRootMotionOverride) > & RootMotion, float InFromPosition, float InToPosition, float Weight, bool bFireNotifies, [UMirrorDataTable](API\\Runtime\\Engine\\Animation\\UMirrorDataTable) * InMirrorDataTable )", "variables": []} {"className": "UAnimSequencerInstance::UAnimSequencerInstance", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimSequencerInstance.h", "description": "", "module": "AnimGraphRuntime", "code": "UAnimSequencerInstance ( const [FObjectInitializer](API\\Runtime\\CoreUObject\\UObject\\FObjectInitializer) & ObjectInitializer )", "variables": []} {"className": "UAnimSequencerInstance", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimSequencerInstance.h", "description": "", "module": "AnimGraphRuntime", "code": "class UAnimSequencerInstance : public [UAnimInstance](API\\Runtime\\Engine\\Animation\\UAnimInstance), public [ISequencerAnimationSupport](API\\Runtime\\AnimGraphRuntime\\ISequencerAnimationSupport)", "variables": []} {"className": "UBlendListBaseLibrary::ConvertToBlendListBase", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BlendListBaseLibrary.h", "description": "Get a blend list base context from an anim node context.", "module": "AnimGraphRuntime", "code": "static [FBlendListBaseReference](API\\Runtime\\AnimGraphRuntime\\FBlendListBaseReference) ConvertToBlendListBase ( const [FAnimNodeReference](API\\Runtime\\Engine\\Animation\\FAnimNodeReference) & Node, EAnimNodeReferenceConversionResult & Result )", "variables": []} {"className": "UBlendListBaseLibrary::ResetNode", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BlendListBaseLibrary.h", "description": "Reset target blend list node to that the next blend is executed from a blank state", "module": "AnimGraphRuntime", "code": "static void ResetNode ( const [FBlendListBaseReference](API\\Runtime\\AnimGraphRuntime\\FBlendListBaseReference) & BlendListBase )", "variables": []} {"className": "UBlendListBaseLibrary", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BlendListBaseLibrary.h", "description": "Exposes operations to be performed on anim state machine node contexts.", "module": "AnimGraphRuntime", "code": "class UBlendListBaseLibrary : public [UBlueprintFunctionLibrary](API\\Runtime\\Engine\\Kismet\\UBlueprintFunctionLibrary)", "variables": []} {"className": "UBlendSpaceLibrary::ConvertToBlendSpace", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BlendSpaceLibrary.h", "description": "Get a blend space context from an anim node context.", "module": "AnimGraphRuntime", "code": "static [FBlendSpaceReference](API\\Runtime\\AnimGraphRuntime\\FBlendSpaceReference) ConvertToBlendSpace ( const [FAnimNodeReference](API\\Runtime\\Engine\\Animation\\FAnimNodeReference) & Node, EAnimNodeReferenceConversionResult & Result )", "variables": []} {"className": "UBlendSpaceLibrary::ConvertToBlendSpacePure", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BlendSpaceLibrary.h", "description": "Get a blend space context from an anim node context (pure).", "module": "AnimGraphRuntime", "code": "static void ConvertToBlendSpacePure ( const [FAnimNodeReference](API\\Runtime\\Engine\\Animation\\FAnimNodeReference) & Node, [FBlendSpaceReference](API\\Runtime\\AnimGraphRuntime\\FBlendSpaceReference) & BlendSpace, bool & Result )", "variables": []} {"className": "UBlendSpaceLibrary::GetFilteredPosition", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BlendSpaceLibrary.h", "description": "Get the current sample coordinates after going through the filtering.", "module": "AnimGraphRuntime", "code": "static FVector GetFilteredPosition ( const [FBlendSpaceReference](API\\Runtime\\AnimGraphRuntime\\FBlendSpaceReference) & BlendSpace )", "variables": []} {"className": "UBlendSpaceLibrary::GetPosition", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BlendSpaceLibrary.h", "description": "Get the current position of the blend space.", "module": "AnimGraphRuntime", "code": "static FVector GetPosition ( const [FBlendSpaceReference](API\\Runtime\\AnimGraphRuntime\\FBlendSpaceReference) & BlendSpace )", "variables": []} {"className": "UBlendSpaceLibrary::SnapToPosition", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BlendSpaceLibrary.h", "description": "Forces the Position to the specified value", "module": "AnimGraphRuntime", "code": "static void SnapToPosition ( const [FBlendSpaceReference](API\\Runtime\\AnimGraphRuntime\\FBlendSpaceReference) & BlendSpace, FVector NewPosition )", "variables": []} {"className": "UBlendSpaceLibrary", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BlendSpaceLibrary.h", "description": "Exposes operations to be performed on a blend space anim node.", "module": "AnimGraphRuntime", "code": "class UBlendSpaceLibrary : public [UBlueprintFunctionLibrary](API\\Runtime\\Engine\\Kismet\\UBlueprintFunctionLibrary)", "variables": []} {"className": "UBlendSpacePlayerLibrary::ConvertToBlendSpacePlayerPure", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BlendSpacePlayerLibrary.h", "description": "Get a blend space player context from an anim node context (pure).", "module": "AnimGraphRuntime", "code": "static void ConvertToBlendSpacePlayerPure ( const [FAnimNodeReference](API\\Runtime\\Engine\\Animation\\FAnimNodeReference) & Node, [FBlendSpacePlayerReference](API\\Runtime\\AnimGraphRuntime\\FBlendSpacePlayerReference) & BlendSpacePlayer, bool & Result )", "variables": []} {"className": "UBlendSpacePlayerLibrary::ConvertToBlendSpacePlayer", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BlendSpacePlayerLibrary.h", "description": "Get a blend space player context from an anim node context.", "module": "AnimGraphRuntime", "code": "static [FBlendSpacePlayerReference](API\\Runtime\\AnimGraphRuntime\\FBlendSpacePlayerReference) ConvertToBlendSpacePlayer ( const [FAnimNodeReference](API\\Runtime\\Engine\\Animation\\FAnimNodeReference) & Node, EAnimNodeReferenceConversionResult & Result )", "variables": []} {"className": "UBlendSpacePlayerLibrary::GetLoop", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BlendSpacePlayerLibrary.h", "description": "Get the current loop of the blend space player.", "module": "AnimGraphRuntime", "code": "static bool GetLoop ( const [FBlendSpacePlayerReference](API\\Runtime\\AnimGraphRuntime\\FBlendSpacePlayerReference) & BlendSpacePlayer )", "variables": []} {"className": "UBlendSpacePlayerLibrary::GetBlendSpace", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BlendSpacePlayerLibrary.h", "description": "Get the current BlendSpace of the blend space player.", "module": "AnimGraphRuntime", "code": "static [UBlendSpace](API\\Runtime\\Engine\\Animation\\UBlendSpace) * GetBlendSpace ( const [FBlendSpacePlayerReference](API\\Runtime\\AnimGraphRuntime\\FBlendSpacePlayerReference) & BlendSpacePlayer )", "variables": []} {"className": "UBlendSpacePlayerLibrary::GetPlayRate", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BlendSpacePlayerLibrary.h", "description": "Get the current play rate of the blend space player.", "module": "AnimGraphRuntime", "code": "static float GetPlayRate ( const [FBlendSpacePlayerReference](API\\Runtime\\AnimGraphRuntime\\FBlendSpacePlayerReference) & BlendSpacePlayer )", "variables": []} {"className": "UBlendSpacePlayerLibrary::GetPosition", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BlendSpacePlayerLibrary.h", "description": "Get the current position of the blend space player.", "module": "AnimGraphRuntime", "code": "static FVector GetPosition ( const [FBlendSpacePlayerReference](API\\Runtime\\AnimGraphRuntime\\FBlendSpacePlayerReference) & BlendSpacePlayer )", "variables": []} {"className": "UBlendSpacePlayerLibrary::GetStartPosition", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BlendSpacePlayerLibrary.h", "description": "Get the current start position of the blend space player.", "module": "AnimGraphRuntime", "code": "static float GetStartPosition ( const [FBlendSpacePlayerReference](API\\Runtime\\AnimGraphRuntime\\FBlendSpacePlayerReference) & BlendSpacePlayer )", "variables": []} {"className": "UBlendSpacePlayerLibrary::SetBlendSpace", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BlendSpacePlayerLibrary.h", "description": "Set the current BlendSpace of the blend space player.", "module": "AnimGraphRuntime", "code": "static [FBlendSpacePlayerReference](API\\Runtime\\AnimGraphRuntime\\FBlendSpacePlayerReference) SetBlendSpace ( const [FBlendSpacePlayerReference](API\\Runtime\\AnimGraphRuntime\\FBlendSpacePlayerReference) & BlendSpacePlayer, [UBlendSpace](API\\Runtime\\Engine\\Animation\\UBlendSpace) * BlendSpace )", "variables": []} {"className": "UBlendSpacePlayerLibrary::SetBlendSpaceWithInertialBlending", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BlendSpacePlayerLibrary.h", "description": "Set the current BlendSpace of the blend space player with an interial blend time.", "module": "AnimGraphRuntime", "code": "static [FBlendSpacePlayerReference](API\\Runtime\\AnimGraphRuntime\\FBlendSpacePlayerReference) SetBlendSpaceWithInertialBlending ( const [FAnimUpdateContext](API\\Runtime\\Engine\\Animation\\FAnimUpdateContext) & UpdateContext, const [FBlendSpacePlayerReference](API\\Runtime\\AnimGraphRuntime\\FBlendSpacePlayerReference) & BlendSpacePlayer, [UBlendSpace](API\\Runtime\\Engine\\Animation\\UBlendSpace) * BlendSpace, float BlendTime )", "variables": []} {"className": "UBlendSpacePlayerLibrary::SetLoop", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BlendSpacePlayerLibrary.h", "description": "Set the loop of the blend space player.", "module": "AnimGraphRuntime", "code": "static [FBlendSpacePlayerReference](API\\Runtime\\AnimGraphRuntime\\FBlendSpacePlayerReference) SetLoop ( const [FBlendSpacePlayerReference](API\\Runtime\\AnimGraphRuntime\\FBlendSpacePlayerReference) & BlendSpacePlayer, bool bLoop )", "variables": []} {"className": "UBlendSpacePlayerLibrary::SetPlayRate", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BlendSpacePlayerLibrary.h", "description": "Set the play rate of the blend space player.", "module": "AnimGraphRuntime", "code": "static [FBlendSpacePlayerReference](API\\Runtime\\AnimGraphRuntime\\FBlendSpacePlayerReference) SetPlayRate ( const [FBlendSpacePlayerReference](API\\Runtime\\AnimGraphRuntime\\FBlendSpacePlayerReference) & BlendSpacePlayer, float PlayRate )", "variables": []} {"className": "UBlendSpacePlayerLibrary::SetResetPlayTimeWhenBlendSpaceChanges", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BlendSpacePlayerLibrary.h", "description": "Set whether the current play time should reset when BlendSpace changes of the blend space player.", "module": "AnimGraphRuntime", "code": "static [FBlendSpacePlayerReference](API\\Runtime\\AnimGraphRuntime\\FBlendSpacePlayerReference) SetResetPlayTimeWhenBlendSpaceChanges ( const [FBlendSpacePlayerReference](API\\Runtime\\AnimGraphRuntime\\FBlendSpacePlayerReference) & BlendSpacePlayer, bool bReset )", "variables": []} {"className": "UBlendSpacePlayerLibrary::ShouldResetPlayTimeWhenBlendSpaceChanges", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BlendSpacePlayerLibrary.h", "description": "Get the current value of whether the current play time should reset when BlendSpace changes of the blend space player.", "module": "AnimGraphRuntime", "code": "static bool ShouldResetPlayTimeWhenBlendSpaceChanges ( const [FBlendSpacePlayerReference](API\\Runtime\\AnimGraphRuntime\\FBlendSpacePlayerReference) & BlendSpacePlayer )", "variables": []} {"className": "UBlendSpacePlayerLibrary::SnapToPosition", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BlendSpacePlayerLibrary.h", "description": "Forces the Position to the specified value", "module": "AnimGraphRuntime", "code": "static void SnapToPosition ( const [FBlendSpacePlayerReference](API\\Runtime\\AnimGraphRuntime\\FBlendSpacePlayerReference) & BlendSpacePlayer, FVector NewPosition )", "variables": []} {"className": "UBlendSpacePlayerLibrary", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/BlendSpacePlayerLibrary.h", "description": "Exposes operations to be performed on a blend space player anim node.", "module": "AnimGraphRuntime", "code": "class UBlendSpacePlayerLibrary : public [UBlueprintFunctionLibrary](API\\Runtime\\Engine\\Kismet\\UBlueprintFunctionLibrary)", "variables": []} {"className": "UKismetAnimationLibrary::CalculateDirection", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/KismetAnimationLibrary.h", "description": "Returns degree of the angle between Velocity and Rotation forward vector The range of return will be from [-180, 180]. Useful for feeding directional blendspaces.", "module": "AnimGraphRuntime", "code": "static float CalculateDirection ( const FVector & Velocity, const FRotator & BaseRotation )", "variables": []} {"className": "UKismetAnimationLibrary::K2_CalculateVelocityFromPositionHistory", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/KismetAnimationLibrary.h", "description": "This function calculates the velocity of a position changing over time. You need to hook up a valid PositionHistory variable to this for storage.", "module": "AnimGraphRuntime", "code": "static float K2_CalculateVelocityFromPositionHistory ( float DeltaSeconds, FVector Position, [FPositionHistory](API\\Runtime\\AnimGraphRuntime\\FPositionHistory) & History, int32 NumberOfSamples, float VelocityMin, float VelocityMax )", "variables": []} {"className": "UKismetAnimationLibrary::K2_CalculateVelocityFromSockets", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/KismetAnimationLibrary.h", "description": "This function calculates the velocity of an offset position on a bone / socket over time. The bone's / socket's motion can be expressed within a reference frame (another bone / socket). You need to hook up a valid PositionHistory variable to this for storage.", "module": "AnimGraphRuntime", "code": "static float K2_CalculateVelocityFromSockets ( float DeltaSeconds, [USkeletalMeshComponent](API\\Runtime\\Engine\\Components\\USkeletalMeshComponent) * Component, const [FName](API\\Runtime\\Core\\UObject\\FName) SocketOrBoneName, const [FName](API\\Runtime\\Core\\UObject\\FName) ReferenceSocketOrBone, ERelativeTransformSpace SocketSpace, FVector OffsetInBoneSpace, [FPositionHistory](API\\Runtime\\AnimGraphRuntime\\FPositionHistory) & History, int32 NumberOfSamples, float VelocityMin, float VelocityMax, EEasingFuncType EasingType, const [FRuntimeFloatCurve](API\\Runtime\\Engine\\Curves\\FRuntimeFloatCurve) & CustomCurve )", "variables": []} {"className": "UKismetAnimationLibrary::K2_DirectionBetweenSockets", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/KismetAnimationLibrary.h", "description": "Computes the direction between two bones / sockets.", "module": "AnimGraphRuntime", "code": "static FVector K2_DirectionBetweenSockets ( const [USkeletalMeshComponent](API\\Runtime\\Engine\\Components\\USkeletalMeshComponent) * Component, const [FName](API\\Runtime\\Core\\UObject\\FName) SocketOrBoneNameFrom, const [FName](API\\Runtime\\Core\\UObject\\FName) SocketOrBoneNameTo )", "variables": []} {"className": "UKismetAnimationLibrary::K2_DistanceBetweenTwoSocketsAndMapRange", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/KismetAnimationLibrary.h", "description": "Computes the distance between two bones / sockets and can remap the range.", "module": "AnimGraphRuntime", "code": "static float K2_DistanceBetweenTwoSocketsAndMapRange ( const [USkeletalMeshComponent](API\\Runtime\\Engine\\Components\\USkeletalMeshComponent) * Component, const [FName](API\\Runtime\\Core\\UObject\\FName) SocketOrBoneNameA, ERelativeTransformSpace SocketSpaceA, const [FName](API\\Runtime\\Core\\UObject\\FName) SocketOrBoneNameB, ERelativeTransformSpace SocketSpaceB, bool bRemapRange, float InRangeMin, float InRangeMax, float OutRangeMin, float OutRangeMax )", "variables": []} {"className": "UKismetAnimationLibrary::K2_EndProfilingTimer", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/KismetAnimationLibrary.h", "description": "This function ends measuring a profiling bracket and optionally logs the result\nThe time spent in milliseconds", "module": "AnimGraphRuntime", "code": "static float K2_EndProfilingTimer ( bool bLog, const [FString](API\\Runtime\\Core\\Containers\\FString) & LogPrefix )", "variables": []} {"className": "UKismetAnimationLibrary::K2_LookAt", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/KismetAnimationLibrary.h", "description": "Computes the transform which is \"looking\" at target position with a local axis.", "module": "AnimGraphRuntime", "code": "static FTransform K2_LookAt ( const FTransform & CurrentTransform, const FVector & TargetPosition, FVector LookAtVector, bool bUseUpVector, FVector UpVector, float ClampConeInDegree )", "variables": []} {"className": "UKismetAnimationLibrary::K2_MakePerlinNoiseVectorAndRemap", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/KismetAnimationLibrary.h", "description": "This function creates perlin noise from input X, Y, Z, and then range map to RangeOut, and out put to OutX, OutY, OutZ", "module": "AnimGraphRuntime", "code": "static FVector K2_MakePerlinNoiseVectorAndRemap ( float X, float Y, float Z, float RangeOutMinX, float RangeOutMaxX, float RangeOutMinY, float RangeOutMaxY, float RangeOutMinZ, float RangeOutMaxZ )", "variables": []} {"className": "UKismetAnimationLibrary::K2_MakePerlinNoiseAndRemap", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/KismetAnimationLibrary.h", "description": "This function creates perlin noise for a single float and then range map to RangeOut", "module": "AnimGraphRuntime", "code": "static float K2_MakePerlinNoiseAndRemap ( float Value, float RangeOutMin, float RangeOutMax )", "variables": []} {"className": "UKismetAnimationLibrary::K2_StartProfilingTimer", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/KismetAnimationLibrary.h", "description": "This function starts measuring the time for a profiling bracket", "module": "AnimGraphRuntime", "code": "static void K2_StartProfilingTimer()", "variables": []} {"className": "UKismetAnimationLibrary::K2_TwoBoneIK", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/KismetAnimationLibrary.h", "description": "Computes the transform for two bones using inverse kinematics.", "module": "AnimGraphRuntime", "code": "static void K2_TwoBoneIK ( const FVector & RootPos, const FVector & JointPos, const FVector & EndPos, const FVector & JointTarget, const FVector & Effector, FVector & OutJointPos, FVector & OutEndPos, bool bAllowStretching, float StartStretchRatio, float MaxStretchScale )", "variables": []} {"className": "UKismetAnimationLibrary::UKismetAnimationLibrary", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/KismetAnimationLibrary.h", "description": "", "module": "AnimGraphRuntime", "code": "UKismetAnimationLibrary ( const [FObjectInitializer](API\\Runtime\\CoreUObject\\UObject\\FObjectInitializer) & ObjectInitializer )", "variables": []} {"className": "UKismetAnimationLibrary", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/KismetAnimationLibrary.h", "description": "A library of the most common animation blueprint functions.", "module": "AnimGraphRuntime", "code": "class UKismetAnimationLibrary : public [UBlueprintFunctionLibrary](API\\Runtime\\Engine\\Kismet\\UBlueprintFunctionLibrary)", "variables": []} {"className": "ULayeredBoneBlendLibrary::ConvertToLayeredBlendPerBonePure", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/LayeredBoneBlendLibrary.h", "description": "Get a layered bone blend context from an anim node context (pure).", "module": "AnimGraphRuntime", "code": "static void ConvertToLayeredBlendPerBonePure ( const [FAnimNodeReference](API\\Runtime\\Engine\\Animation\\FAnimNodeReference) & Node, [FLayeredBoneBlendReference](API\\Runtime\\AnimGraphRuntime\\FLayeredBoneBlendReference) & LayeredBoneBlend, bool & Result )", "variables": []} {"className": "ULayeredBoneBlendLibrary::ConvertToLayeredBoneBlend", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/LayeredBoneBlendLibrary.h", "description": "Get a layered bone blend context from an anim node context.", "module": "AnimGraphRuntime", "code": "static [FLayeredBoneBlendReference](API\\Runtime\\AnimGraphRuntime\\FLayeredBoneBlendReference) ConvertToLayeredBoneBlend ( const [FAnimNodeReference](API\\Runtime\\Engine\\Animation\\FAnimNodeReference) & Node, EAnimNodeReferenceConversionResult & Result )", "variables": []} {"className": "ULayeredBoneBlendLibrary::GetNumPoses", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/LayeredBoneBlendLibrary.h", "description": "Get the number of poses that a layered bone blend node has (this does not include the base pose)", "module": "AnimGraphRuntime", "code": "static int32 GetNumPoses ( const [FLayeredBoneBlendReference](API\\Runtime\\AnimGraphRuntime\\FLayeredBoneBlendReference) & LayeredBoneBlend )", "variables": []} {"className": "ULayeredBoneBlendLibrary::SetBlendMask", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/LayeredBoneBlendLibrary.h", "description": "Sets the currently-used blend mask for a blended input pose by name.", "module": "AnimGraphRuntime", "code": "static [FLayeredBoneBlendReference](API\\Runtime\\AnimGraphRuntime\\FLayeredBoneBlendReference) SetBlendMask ( const [FAnimUpdateContext](API\\Runtime\\Engine\\Animation\\FAnimUpdateContext) & UpdateContext, const [FLayeredBoneBlendReference](API\\Runtime\\AnimGraphRuntime\\FLayeredBoneBlendReference) & LayeredBoneBlend, int32 PoseIndex, [FName](API\\Runtime\\Core\\UObject\\FName) BlendMaskName )", "variables": []} {"className": "ULayeredBoneBlendLibrary", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/LayeredBoneBlendLibrary.h", "description": "Exposes operations to be performed on a layered bone blend anim node.", "module": "AnimGraphRuntime", "code": "class ULayeredBoneBlendLibrary : public [UBlueprintFunctionLibrary](API\\Runtime\\Engine\\Kismet\\UBlueprintFunctionLibrary)", "variables": []} {"className": "ULinkedAnimGraphLibrary::ConvertToLinkedAnimGraph", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/LinkedAnimGraphLibrary.h", "description": "Get a linked anim graph reference from an anim node reference", "module": "AnimGraphRuntime", "code": "static [FLinkedAnimGraphReference](API\\Runtime\\AnimGraphRuntime\\FLinkedAnimGraphReference) ConvertToLinkedAnimGraph ( const [FAnimNodeReference](API\\Runtime\\Engine\\Animation\\FAnimNodeReference) & Node, EAnimNodeReferenceConversionResult & Result )", "variables": []} {"className": "ULinkedAnimGraphLibrary::ConvertToLinkedAnimGraphPure", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/LinkedAnimGraphLibrary.h", "description": "Get a linked anim graph reference from an anim node reference (pure)", "module": "AnimGraphRuntime", "code": "static void ConvertToLinkedAnimGraphPure ( const [FAnimNodeReference](API\\Runtime\\Engine\\Animation\\FAnimNodeReference) & Node, [FLinkedAnimGraphReference](API\\Runtime\\AnimGraphRuntime\\FLinkedAnimGraphReference) & LinkedAnimGraph, bool & Result )", "variables": []} {"className": "ULinkedAnimGraphLibrary::GetLinkedAnimInstance", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/LinkedAnimGraphLibrary.h", "description": "Get the linked instance is hosted by this node. If the node does not host an instance then HasLinkedAnimInstance will return false", "module": "AnimGraphRuntime", "code": "static [UAnimInstance](API\\Runtime\\Engine\\Animation\\UAnimInstance) * GetLinkedAnimInstance ( const [FLinkedAnimGraphReference](API\\Runtime\\AnimGraphRuntime\\FLinkedAnimGraphReference) & Node )", "variables": []} {"className": "ULinkedAnimGraphLibrary::HasLinkedAnimInstance", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/LinkedAnimGraphLibrary.h", "description": "Returns whether the node hosts an instance (e.g. linked anim graph or layer)", "module": "AnimGraphRuntime", "code": "static bool HasLinkedAnimInstance ( const [FLinkedAnimGraphReference](API\\Runtime\\AnimGraphRuntime\\FLinkedAnimGraphReference) & Node )", "variables": []} {"className": "ULinkedAnimGraphLibrary", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/LinkedAnimGraphLibrary.h", "description": "Exposes operations to be performed on anim node contexts.", "module": "AnimGraphRuntime", "code": "class ULinkedAnimGraphLibrary : public [UBlueprintFunctionLibrary](API\\Runtime\\Engine\\Kismet\\UBlueprintFunctionLibrary)", "variables": []} {"className": "UPlayMontageCallbackProxy::BeginDestroy", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/PlayMontageCallbackProxy.h", "description": "Called before destroying the object. This is called immediately upon deciding to destroy the object, to allow the object to begin an asynchronous cleanup process.", "module": "AnimGraphRuntime", "code": "virtual void BeginDestroy()", "variables": []} {"className": "UPlayMontageCallbackProxy::CreateProxyObjectForPlayMontage", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/PlayMontageCallbackProxy.h", "description": "Called to perform the query internally.", "module": "AnimGraphRuntime", "code": "static [UPlayMontageCallbackProxy](API\\Runtime\\AnimGraphRuntime\\UPlayMontageCallbackProxy) * CreateProxyObjectForPlayMontage ( class [USkeletalMeshComponent](API\\Runtime\\Engine\\Components\\USkeletalMeshComponent) * InSkeletalMeshComponent, class [UAnimMontage](API\\Runtime\\Engine\\Animation\\UAnimMontage) * MontageToPlay, float PlayRate, float StartingPosition, [FName](API\\Runtime\\Core\\UObject\\FName) StartingSection )", "variables": []} {"className": "UPlayMontageCallbackProxy::OnMontageBlendingOut", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/PlayMontageCallbackProxy.h", "description": "", "module": "AnimGraphRuntime", "code": "void OnMontageBlendingOut ( [UAnimMontage](API\\Runtime\\Engine\\Animation\\UAnimMontage) * Montage, bool bInterrupted )", "variables": []} {"className": "UPlayMontageCallbackProxy::OnMontageEnded", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/PlayMontageCallbackProxy.h", "description": "", "module": "AnimGraphRuntime", "code": "void OnMontageEnded ( [UAnimMontage](API\\Runtime\\Engine\\Animation\\UAnimMontage) * Montage, bool bInterrupted )", "variables": []} {"className": "UPlayMontageCallbackProxy::OnNotifyBeginReceived", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/PlayMontageCallbackProxy.h", "description": "", "module": "AnimGraphRuntime", "code": "void OnNotifyBeginReceived ( [FName](API\\Runtime\\Core\\UObject\\FName) NotifyName, const [FBranchingPointNotifyPayload](API\\Runtime\\Engine\\Animation\\AnimNotifies\\FBranchingPointNotifyPayload) & BranchingPointNotifyPayload )", "variables": []} {"className": "UPlayMontageCallbackProxy::OnNotifyEndReceived", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/PlayMontageCallbackProxy.h", "description": "", "module": "AnimGraphRuntime", "code": "void OnNotifyEndReceived ( [FName](API\\Runtime\\Core\\UObject\\FName) NotifyName, const [FBranchingPointNotifyPayload](API\\Runtime\\Engine\\Animation\\AnimNotifies\\FBranchingPointNotifyPayload) & BranchingPointNotifyPayload )", "variables": []} {"className": "UPlayMontageCallbackProxy::PlayMontage", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/PlayMontageCallbackProxy.h", "description": "Attempts to play a montage with the specified settings. Returns whether it started or not.", "module": "AnimGraphRuntime", "code": "bool PlayMontage ( class [USkeletalMeshComponent](API\\Runtime\\Engine\\Components\\USkeletalMeshComponent) * InSkeletalMeshComponent, class [UAnimMontage](API\\Runtime\\Engine\\Animation\\UAnimMontage) * MontageToPlay, float PlayRate, float StartingPosition, [FName](API\\Runtime\\Core\\UObject\\FName) StartingSection )", "variables": []} {"className": "UPlayMontageCallbackProxy::UPlayMontageCallbackProxy", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/PlayMontageCallbackProxy.h", "description": "", "module": "AnimGraphRuntime", "code": "UPlayMontageCallbackProxy ( const [FObjectInitializer](API\\Runtime\\CoreUObject\\UObject\\FObjectInitializer) & ObjectInitializer )", "variables": []} {"className": "USequenceEvaluatorLibrary::AdvanceTime", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/SequenceEvaluatorLibrary.h", "description": "Advance the current accumulated time of the sequence evaluator", "module": "AnimGraphRuntime", "code": "static [FSequenceEvaluatorReference](API\\Runtime\\AnimGraphRuntime\\FSequenceEvaluatorReference) AdvanceTime ( const [FAnimUpdateContext](API\\Runtime\\Engine\\Animation\\FAnimUpdateContext) & UpdateContext, const [FSequenceEvaluatorReference](API\\Runtime\\AnimGraphRuntime\\FSequenceEvaluatorReference) & SequenceEvaluator, float PlayRate )", "variables": []} {"className": "UPlayMontageCallbackProxy", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/PlayMontageCallbackProxy.h", "description": "", "module": "AnimGraphRuntime", "code": "class UPlayMontageCallbackProxy : public [UObject](API\\Runtime\\CoreUObject\\UObject\\UObject)", "variables": [{"type": "FOnMontagePlayD...", "name": "OnBlendOut", "description": "Called when Montage starts blending out and is not interrupted."}, {"type": "FOnMontagePlayD...", "name": "OnCompleted", "description": "Called when Montage finished playing and wasn't interrupted."}, {"type": "FOnMontagePlayD...", "name": "OnInterrupted", "description": "Called when Montage has been interrupted (or failed to play)"}, {"type": "FOnMontagePlayD...", "name": "OnNotifyBegin", "description": ""}, {"type": "FOnMontagePlayD...", "name": "OnNotifyEnd", "description": ""}]} {"className": "USequenceEvaluatorLibrary::ConvertToSequenceEvaluator", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/SequenceEvaluatorLibrary.h", "description": "Get a sequence evaluator context from an anim node context", "module": "AnimGraphRuntime", "code": "static [FSequenceEvaluatorReference](API\\Runtime\\AnimGraphRuntime\\FSequenceEvaluatorReference) ConvertToSequenceEvaluator ( const [FAnimNodeReference](API\\Runtime\\Engine\\Animation\\FAnimNodeReference) & Node, EAnimNodeReferenceConversionResult & Result )", "variables": []} {"className": "USequenceEvaluatorLibrary::GetAccumulatedTime", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/SequenceEvaluatorLibrary.h", "description": "Gets the current accumulated time of the sequence evaluator", "module": "AnimGraphRuntime", "code": "static float GetAccumulatedTime ( const [FSequenceEvaluatorReference](API\\Runtime\\AnimGraphRuntime\\FSequenceEvaluatorReference) & SequenceEvaluator )", "variables": []} {"className": "USequenceEvaluatorLibrary::ConvertToSequenceEvaluatorPure", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/SequenceEvaluatorLibrary.h", "description": "Get a sequence evaluator context from an anim node context (pure)", "module": "AnimGraphRuntime", "code": "static void ConvertToSequenceEvaluatorPure ( const [FAnimNodeReference](API\\Runtime\\Engine\\Animation\\FAnimNodeReference) & Node, [FSequenceEvaluatorReference](API\\Runtime\\AnimGraphRuntime\\FSequenceEvaluatorReference) & SequenceEvaluator, bool & Result )", "variables": []} {"className": "USequenceEvaluatorLibrary::GetSequence", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/SequenceEvaluatorLibrary.h", "description": "Gets the current sequence of the sequence evaluator", "module": "AnimGraphRuntime", "code": "static [UAnimSequenceBase](API\\Runtime\\Engine\\Animation\\UAnimSequenceBase) * GetSequence ( const [FSequenceEvaluatorReference](API\\Runtime\\AnimGraphRuntime\\FSequenceEvaluatorReference) & SequenceEvaluator )", "variables": []} {"className": "USequenceEvaluatorLibrary::SetExplicitTime", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/SequenceEvaluatorLibrary.h", "description": "Set the current accumulated time of the sequence evaluator", "module": "AnimGraphRuntime", "code": "static [FSequenceEvaluatorReference](API\\Runtime\\AnimGraphRuntime\\FSequenceEvaluatorReference) SetExplicitTime ( const [FSequenceEvaluatorReference](API\\Runtime\\AnimGraphRuntime\\FSequenceEvaluatorReference) & SequenceEvaluator, float Time )", "variables": []} {"className": "USequenceEvaluatorLibrary::SetSequence", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/SequenceEvaluatorLibrary.h", "description": "Set the current sequence of the sequence evaluator", "module": "AnimGraphRuntime", "code": "static [FSequenceEvaluatorReference](API\\Runtime\\AnimGraphRuntime\\FSequenceEvaluatorReference) SetSequence ( const [FSequenceEvaluatorReference](API\\Runtime\\AnimGraphRuntime\\FSequenceEvaluatorReference) & SequenceEvaluator, [UAnimSequenceBase](API\\Runtime\\Engine\\Animation\\UAnimSequenceBase) * Sequence )", "variables": []} {"className": "USequenceEvaluatorLibrary", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/SequenceEvaluatorLibrary.h", "description": "Exposes operations to be performed on a sequence evaluator anim node Note: Experimental and subject to change!", "module": "AnimGraphRuntime", "code": "class USequenceEvaluatorLibrary : public [UBlueprintFunctionLibrary](API\\Runtime\\Engine\\Kismet\\UBlueprintFunctionLibrary)", "variables": []} {"className": "USequenceEvaluatorLibrary::SetSequenceWithInertialBlending", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/SequenceEvaluatorLibrary.h", "description": "Set the current sequence of the sequence evaluator with an inertial blend time", "module": "AnimGraphRuntime", "code": "static [FSequenceEvaluatorReference](API\\Runtime\\AnimGraphRuntime\\FSequenceEvaluatorReference) SetSequenceWithInertialBlending ( const [FAnimUpdateContext](API\\Runtime\\Engine\\Animation\\FAnimUpdateContext) & UpdateContext, const [FSequenceEvaluatorReference](API\\Runtime\\AnimGraphRuntime\\FSequenceEvaluatorReference) & SequenceEvaluator, [UAnimSequenceBase](API\\Runtime\\Engine\\Animation\\UAnimSequenceBase) * Sequence, float BlendTime )", "variables": []} {"className": "USequencePlayerLibrary::ComputePlayRateFromDuration", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/SequencePlayerLibrary.h", "description": "Returns the Play Rate to provide when playing this animation if a specific animation duration is desired", "module": "AnimGraphRuntime", "code": "static float ComputePlayRateFromDuration ( const [FSequencePlayerReference](API\\Runtime\\AnimGraphRuntime\\FSequencePlayerReference) & SequencePlayer, float Duration )", "variables": []} {"className": "USequencePlayerLibrary::ConvertToSequencePlayerPure", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/SequencePlayerLibrary.h", "description": "Get a sequence player context from an anim node context (pure)", "module": "AnimGraphRuntime", "code": "static void ConvertToSequencePlayerPure ( const [FAnimNodeReference](API\\Runtime\\Engine\\Animation\\FAnimNodeReference) & Node, [FSequencePlayerReference](API\\Runtime\\AnimGraphRuntime\\FSequencePlayerReference) & SequencePlayer, bool & Result )", "variables": []} {"className": "USequencePlayerLibrary::GetAccumulatedTime", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/SequencePlayerLibrary.h", "description": "Gets the current accumulated time of the sequence player", "module": "AnimGraphRuntime", "code": "static float GetAccumulatedTime ( const [FSequencePlayerReference](API\\Runtime\\AnimGraphRuntime\\FSequencePlayerReference) & SequencePlayer )", "variables": []} {"className": "USequencePlayerLibrary::GetLoopAnimation", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/SequencePlayerLibrary.h", "description": "Get the looping state of the sequence player", "module": "AnimGraphRuntime", "code": "static bool GetLoopAnimation ( const [FSequencePlayerReference](API\\Runtime\\AnimGraphRuntime\\FSequencePlayerReference) & SequencePlayer )", "variables": []} {"className": "USequencePlayerLibrary::GetPlayRate", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/SequencePlayerLibrary.h", "description": "Get the play rate of the sequence player", "module": "AnimGraphRuntime", "code": "static float GetPlayRate ( const [FSequencePlayerReference](API\\Runtime\\AnimGraphRuntime\\FSequencePlayerReference) & SequencePlayer )", "variables": []} {"className": "USequencePlayerLibrary::GetSequence", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/SequencePlayerLibrary.h", "description": "Get the current sequence of the sequence player - DEPRECATED, please use pure version", "module": "AnimGraphRuntime", "code": "static [FSequencePlayerReference](API\\Runtime\\AnimGraphRuntime\\FSequencePlayerReference) GetSequence ( const [FSequencePlayerReference](API\\Runtime\\AnimGraphRuntime\\FSequencePlayerReference) & SequencePlayer, [UAnimSequenceBase](API\\Runtime\\Engine\\Animation\\UAnimSequenceBase) *& SequenceBase )", "variables": []} {"className": "USequencePlayerLibrary::GetSequencePure", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/SequencePlayerLibrary.h", "description": "Get the current sequence of the sequence player", "module": "AnimGraphRuntime", "code": "static [UAnimSequenceBase](API\\Runtime\\Engine\\Animation\\UAnimSequenceBase) * GetSequencePure ( const [FSequencePlayerReference](API\\Runtime\\AnimGraphRuntime\\FSequencePlayerReference) & SequencePlayer )", "variables": []} {"className": "USequencePlayerLibrary::GetStartPosition", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/SequencePlayerLibrary.h", "description": "Get the start position of the sequence player", "module": "AnimGraphRuntime", "code": "static float GetStartPosition ( const [FSequencePlayerReference](API\\Runtime\\AnimGraphRuntime\\FSequencePlayerReference) & SequencePlayer )", "variables": []} {"className": "USequencePlayerLibrary::SetAccumulatedTime", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/SequencePlayerLibrary.h", "description": "Set the current accumulated time of the sequence player", "module": "AnimGraphRuntime", "code": "static [FSequencePlayerReference](API\\Runtime\\AnimGraphRuntime\\FSequencePlayerReference) SetAccumulatedTime ( const [FSequencePlayerReference](API\\Runtime\\AnimGraphRuntime\\FSequencePlayerReference) & SequencePlayer, float Time )", "variables": []} {"className": "USequencePlayerLibrary::SetPlayRate", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/SequencePlayerLibrary.h", "description": "Set the play rate of the sequence player", "module": "AnimGraphRuntime", "code": "static [FSequencePlayerReference](API\\Runtime\\AnimGraphRuntime\\FSequencePlayerReference) SetPlayRate ( const [FSequencePlayerReference](API\\Runtime\\AnimGraphRuntime\\FSequencePlayerReference) & SequencePlayer, float PlayRate )", "variables": []} {"className": "USequencePlayerLibrary::SetSequence", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/SequencePlayerLibrary.h", "description": "Set the current sequence of the sequence player", "module": "AnimGraphRuntime", "code": "static [FSequencePlayerReference](API\\Runtime\\AnimGraphRuntime\\FSequencePlayerReference) SetSequence ( const [FSequencePlayerReference](API\\Runtime\\AnimGraphRuntime\\FSequencePlayerReference) & SequencePlayer, [UAnimSequenceBase](API\\Runtime\\Engine\\Animation\\UAnimSequenceBase) * Sequence )", "variables": []} {"className": "USequencePlayerLibrary::SetSequenceWithInertialBlending", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/SequencePlayerLibrary.h", "description": "Set the current sequence of the sequence player with an inertial blend time", "module": "AnimGraphRuntime", "code": "static [FSequencePlayerReference](API\\Runtime\\AnimGraphRuntime\\FSequencePlayerReference) SetSequenceWithInertialBlending ( const [FAnimUpdateContext](API\\Runtime\\Engine\\Animation\\FAnimUpdateContext) & UpdateContext, const [FSequencePlayerReference](API\\Runtime\\AnimGraphRuntime\\FSequencePlayerReference) & SequencePlayer, [UAnimSequenceBase](API\\Runtime\\Engine\\Animation\\UAnimSequenceBase) * Sequence, float BlendTime )", "variables": []} {"className": "USequencePlayerLibrary::SetStartPosition", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/SequencePlayerLibrary.h", "description": "Set the start position of the sequence player. If this is called from On Become Relevant or On Initial Update then it should be accompanied by a call to SetAccumulatedTime to achieve the desired effect of resetting the play time of a sequence player.", "module": "AnimGraphRuntime", "code": "static [FSequencePlayerReference](API\\Runtime\\AnimGraphRuntime\\FSequencePlayerReference) SetStartPosition ( const [FSequencePlayerReference](API\\Runtime\\AnimGraphRuntime\\FSequencePlayerReference) & SequencePlayer, float StartPosition )", "variables": []} {"className": "USequencePlayerLibrary", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/SequencePlayerLibrary.h", "description": "Exposes operations to be performed on a sequence player anim node Note: Experimental and subject to change!", "module": "AnimGraphRuntime", "code": "class USequencePlayerLibrary : public [UBlueprintFunctionLibrary](API\\Runtime\\Engine\\Kismet\\UBlueprintFunctionLibrary)", "variables": []} {"className": "USequencePlayerLibrary::ConvertToSequencePlayer", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/SequencePlayerLibrary.h", "description": "Get a sequence player context from an anim node context", "module": "AnimGraphRuntime", "code": "static [FSequencePlayerReference](API\\Runtime\\AnimGraphRuntime\\FSequencePlayerReference) ConvertToSequencePlayer ( const [FAnimNodeReference](API\\Runtime\\Engine\\Animation\\FAnimNodeReference) & Node, EAnimNodeReferenceConversionResult & Result )", "variables": []} {"className": "USequencerAnimationSupport::USequencerAnimationSupport", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/SequencerAnimationSupport.h", "description": "", "module": "AnimGraphRuntime", "code": "USequencerAnimationSupport ( const [FObjectInitializer](API\\Runtime\\CoreUObject\\UObject\\FObjectInitializer) & ObjectInitializer )", "variables": []} {"className": "USequencerAnimationSupport", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/SequencerAnimationSupport.h", "description": "", "module": "AnimGraphRuntime", "code": "class USequencerAnimationSupport : public [UInterface](API\\Runtime\\CoreUObject\\UObject\\UInterface)", "variables": []} {"className": "USkeletalControlLibrary::ConvertToSkeletalControl", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/SkeletalControlLibrary.h", "description": "Get a skeletal control from an anim node", "module": "AnimGraphRuntime", "code": "static [FSkeletalControlReference](API\\Runtime\\AnimGraphRuntime\\FSkeletalControlReference) ConvertToSkeletalControl ( const [FAnimNodeReference](API\\Runtime\\Engine\\Animation\\FAnimNodeReference) & Node, EAnimNodeReferenceConversionResult & Result )", "variables": []} {"className": "USkeletalControlLibrary::ConvertToSkeletalControlPure", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/SkeletalControlLibrary.h", "description": "Get a skeletal control from an anim node (pure)", "module": "AnimGraphRuntime", "code": "static void ConvertToSkeletalControlPure ( const [FAnimNodeReference](API\\Runtime\\Engine\\Animation\\FAnimNodeReference) & Node, [FSkeletalControlReference](API\\Runtime\\AnimGraphRuntime\\FSkeletalControlReference) & SkeletalControl, bool & Result )", "variables": []} {"className": "USkeletalControlLibrary::GetAlpha", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/SkeletalControlLibrary.h", "description": "Get the alpha value of this skeletal control", "module": "AnimGraphRuntime", "code": "static float GetAlpha ( const [FSkeletalControlReference](API\\Runtime\\AnimGraphRuntime\\FSkeletalControlReference) & SkeletalControl )", "variables": []} {"className": "USkeletalControlLibrary::SetAlpha", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/SkeletalControlLibrary.h", "description": "Set the alpha value of this skeletal control", "module": "AnimGraphRuntime", "code": "static [FSkeletalControlReference](API\\Runtime\\AnimGraphRuntime\\FSkeletalControlReference) SetAlpha ( const [FSkeletalControlReference](API\\Runtime\\AnimGraphRuntime\\FSkeletalControlReference) & SkeletalControl, float Alpha )", "variables": []} {"className": "USkeletalControlLibrary", "headerPath": "/Engine/Source/Runtime/AnimGraphRuntime/Public/SkeletalControlLibrary.h", "description": "Exposes operations to be performed on a skeletal control anim node Note: Experimental and subject to change!", "module": "AnimGraphRuntime", "code": "class USkeletalControlLibrary : public [UBlueprintFunctionLibrary](API\\Runtime\\Engine\\Kismet\\UBlueprintFunctionLibrary)", "variables": []}